Here will come a collection of Training Packages

Sources

ADVENTURER (L)

This is the character who seeks his fame and fortune by exploration and taking risks with his own life. The adventurer is at home in most types of habited places as well as many kinds of wilderness locales.

Time to Acquire: 24 months

Starting Money: normal + d10 (open-ended)

Stat Gains: choice of two different stats

Professional Qualifier: none

Sources

ADVISOR (L)

Great rulers need great advice. The Advisor is in a position of authority and respect, but he still must please his lord to maintain his position. Advisors are masters of wisdom, influence, and intrigue. Advisors tend to find themselves in many situations of temptation. Some succumb to baser desires, but every so often a man of true virtue is able to maintain his authority and loyalty to his liege.

Time to Acquire: 97 months

Starting Money: normal + d10 (open-ended)

Stat Gains: Intuition

Professional Qualifier: none

Sources

AGENT (V)

This is a vocation that encompasses parts of the FBI, Secret Service, and similar agencies that use mostly investigative agents instead of undercover or combat operations. Agent training denotes a direct working style, meaning they operate and interact with citizens on an “honest” level.

Time to Acquire: 44 months

Starting Money: normal

Stat Gains: none

Sources

AMATEUR MAGE (L)

The Amateur Mage studies magic in his off-time. He is intrigued by the powers of magic and wants to know more.

Time to Acquire: 53 months

Starting Money: normal

Stat Gains: one realm stat, Memory

Professional Qualifier: none

Sources

AMATEUR MAGE REVISED (L)

The Amateur Mage has made a hobby of studying magic. He has devoted his spare time to furthering his knowledge, but hasn't actually become a true student yet. He is intrigued by the powers of magic and wants to know more.

"Klatu Barada . There I said it! I guess that takes care of everything."

Time to Acquire: 70 months

Starting Money: normal

Stat Gains: one realm stat, Memory

Professional Qualifier: Mentor background option or any Training Package that awards ranks in any skill in the Spell group [-6 points].

Lifestyle Skill(s): Any skill in the Lore group.

Sources

ANIMAL FRIEND (L)

Generally a loner, except for his animal friends, this type of character spends a great deal of time in the wilderness.

Time to Acquire: 102 months

Starting Money: normal

Stat Gains: Empathy

Professional Qualifier: none

Sources

ANIMAL HANDLER (V)

The animal handler is often employed by spell users of the Corpist school of magic. An animal handler is skilled at keeping, grooming, raising, breeding, and healing a wide variety of animals or creatures. Animal handlers may make profits with trained animal acts, zoos, or by stocking catalyst sources, though some do keep animals as a hobby.

"Sit Ubu. Sit. Good gabbit."

Time to Acquire: 37 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: Animal Friend Training Package or 90+ temporary Empathy statistic [-2 points]

Lifestyle Skill(s): Animal Handling

Sources

ANTAGONIST (L)

Antagonists try to expose flaws in plans, point out the obvious, and generally make a nuisance of themselves. The best Antagonists manage to do this so subtly that other characters don’t even realize that their efforts have been sabotaged by their own companion.

Time to Acquire: 75 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

APOTHECARY (V)

Seeing the efficacy of herbal medicines, Apothecaries attempt to distill the essence of the herbs into more potent elixers and philters. While the success of Apothecaries in the arts of medicine and healing may be at question, their skill with poisons is undisputed

Time to Acquire: 27 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

ARACHNAMANCER (L)

The arachnamancer is an unusual essence user who has developed a great affinity for spiders. By studying the lifestyle and manners of many different types of spiders, the arachnamancer has developed a unique list that allows him to mimic many of the powers of the spider. It is theorized that intensive study of other animal group scould yield similar results, though no such research has ever been completed or developed to the extent of the arachnamancer.

The Emperor becomes more entrapped in our web with each passing day. Soon he shall feel his sting.

Time to Acquire: 164 months

Starting Money: normal

Stat Gains: None

Professional Qualifier: None

Lifestyle Skill(s): Fauna Lore (spiders), Animal Handling (spiders).

Sources

ARCHITECT (V)

The Architect is hired to build sturdy towers, castles, and keeps. Architects design and organize the building of all of their structures, normally without the aid of any drafting. Castles can be built without an architect, but when siege engines begin to close in, it’s nice to know that the walls were built by the best.

Time to Acquire: 19 months

Starting Money: normal + d10 (open-ended)

Stat Gains: none

Professional Qualifier: none

Sources

ARCHAEOLOGIST (V)

So much of the past has been forgotten that some individuals make it their job to return lost lore and items to civilization. Archaeologists are academic in nature, but adventurous at heart. Clearing monsters from a ruin is only the first step in the Archaeologist’s adventure into the past.

Time to Acquire: 52 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

ARMS INSTRUCTOR (L)

The arms instructor is a character who makes his living by teaching his skill at arms to wealthy students. Successful arms instructors need not only skill in combat, but also skill in diplomacy in order to keep their students corning back for more training.

"Focus on your target when you strike. Better, much better. A few more weeks and you might be able to at least look like you knew what you were doing when some young bravo slices you open in the dueling ring."

Time to Acquire: 106 months

Starting Money: normal + 1d10 (open-ended)

Stat Gains: none

Professional Qualifier: A total of 10 ranks in skills from any of the following groups: Combat Maneuvers or Weapon Group. [-3 points]

Lifestyle Skill(s): none

Sources

ARTIFICER (L)

The Artificer is fascinated by the toys of magic. Whenever possible the Artificer will pick up new magic items for use or even just curiousity. This fascination and greater understanding of magic items provides the Artificer with greater ability to access and use magic items.

Time to Acquire: 110 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

ARTIST (V)

The artist has made a life of crafting pieces of artwork. Most artists have a patron who provides them with a place to live and the means to live in return for the creations they produce.

Time to Acquire: 28 months

Starting Money: normal +d10 (open-ended)

Stat Gains: none

Professional Qualifier: none

Sources

ARTIST (L)

An artist uses some form of alternate communication to express emotions or ideas to others. This person can use almost any form of art, painting, sculpture, light shows, huge umbrellas, or music as their medium. People may or may not like what the artist is doing giving the artist a license to be erratic or eccentric, socially and mentally.

Time to Acquire: 89 months

Starting Money: normal

Stat Gains: Empathy and Intuition

Professional Qualifier: one skill in the Artistic group at two ranks

Sources

ASSASSIN (V)

A professional, hired by someone to kill someone else. This occupation is perhaps one of the most dangerous. However, it is possible that an assassin can be owed favors by one or more people in high ranking positions in society (denoted by “High ranking favor” below).

Time to Acquire: 30 months

Starting Money: normal + d10

Stat Gains: none

Professional Qualifier: none

Sources

ASTRONOMER (L)

The Astronomer studies the stellar, lunar, and solar cycles and links their passage to daily occurrences. An Astronomer is not content just to study and predict these cycles. A true Astronomer seeks to know why the cycles work the way they do. They strive to learn the secrets of heaven so that they can understand the earth. The Astronomer’s constant study and focus tend to make him self-absorbed or too technical minded for easy conversation with non-Astronomers.

Time to Acquire: 78 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

ATHLETE (L)

Athletes are devoted to the pursuit of excellence in physical prowess. This can be in any physical game or challenge. An athlete will be able to overcome the potentially arduous physical rigors of operations without much difficulty.

Time to Acquire: 61 months

Starting Money: normal

Stat Gains: Constitution, Self-Discipline and choice of either Quickness or Strength

Professional Qualifier: one skill in the Artistic group at two ranks

Sources

BEASTMASTER (L)

A natural affinity with animals enables the Beastmaster to befriend creatures of the wilds. This friendship is deepened by magic to an almost symbiotic relationship, where each partner pledges loyalty and assistance to the other. Beastmasters will sometimes be ill at ease in the company of members of their own race, preferring the honesty of their animal companions.

Cregan chewed the warmflesh lustily; the juices ran down his chin and glistened upon his hands. The bear Rrgghu cracked the long bone of a leg, and crushed it noisily in her jaws. It had been a magnificent hunt; the sweat had not yet cooled on Cregan's body. But the flight of the deer had brought them close to the baron's park. Too close for Cregan. He could smell the stink ofwoodsmoke in the air. Ifhe met the baron, the baron would want to make words with him. The baron made too many words; words made Cregan's ears buzz. When they had eaten their fill, they would withdraw with their kill....

Time to Acquire: 124 months

Starting Money: normal

Stat Gains: Empathy

Professional Qualifier: none

Sources

BERSERKER (L)

A berserker is trained to lose control of his normal sensibilities in battle and become a fierce killing machine.

Time to Acquire: 64 months

Starting Money: normal

Stat Gains: Strength

Professional Qualifier: none

Sources

BODYGUARD (V)

The bodyguard specializes in protecting the life of a patron from attackers. The bodyguard learns how to anticipate and counter attacks as well as advising his client on the best course for his own personal safely.

"I would not recommend that course of action. So far I have managed in keep all of my clients alive, but if you insist on going to inspect the outlying estates with only a few men to protect you. I am afraid you will not survive the first week."

Time to Acquire: 30 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: None

Lifestyle Skill(s): none

Sources
BOUNTY HUNTER (V)

Of a rarer group of people than in times past, the Bounty Hunter’s job entails hunting other humans for profit. Usually the hunted are wanted criminals in courts at some level of government. While a Bounty Hunter does try to work within the law, they will sometimes operate outside the law in an effort to pursue and capture their prey.

Time to Acquire: 41 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

BURGLAR (V)

A burglar makes his living stealing goods from peoples homes or businesses. They ply their trade around heavily populated areas and then move on to another area.

Time to Acquire: 33 months

Starting Money: normal plus d10 (open-ended)

Stat Gains: none

Professional Qualifier: none

Sources

CARAVAN GUARD (V)

The caravan guard is a character who escorts merchant caravans from city to city and protects them from bandit attacks. The caravan guard learns in be a shrewd judge of character, as well as a fierce combatant. Because the caravan guard is frequently outnumbered by less-experienced foes, he has learned to use strike quickly and decisively to protect himself. In the course of his journeys, a caravan guard will encounter many different cultures and customs.

"Let me tell you of the time I escorted the silk caravans from the free cily of Morica. We were caught in a great storm deep in the burning wastes. Entire villages disappeared that year, victim to the engulfing sand. But we survived, through the grace of the gods and delivered the silk on time for our contract. The merchants had thought we must have died in the desert and when we arrived at our destination, each man thai survived received a rich reward. I did not need to work for the rest of that year."

Time to Aquire: 46 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: None

Lifestyle Skill(s): none

Sources

CATALYST COLLECTOR (V)

Catalyst collectors make a living by supplying the various magic catalysts to the magic practitioners. Catalyst collectors are adventurers who seek out the rarer and more dangerous catalysts for profit. While they mayor may not have any ability to cast magic, they are aware of the principles of magic and spell casting. Catalyst collectors often find employment working for guilds and colleges, where large amounts of simple catalysts are expended by students and the more rare are used by the masters.

Dragon scales, huh? That's gonna cost ya.

Time to Acquire: 37 months

Starting Money: normal

Stat Gains: None

Professional Qualifier: None

Lifestyle Skill(s): None

Sources

CHANCELLOR (V)

A Chancellor handles the administrative affairs of a religion. He is also a spiritual leader of a congregation of believers. The Chancellor's job is to provide support and inspiration to the followers of his religion. He also handles and presides over many of the religion's ceremonies. Bringing the actual teaching to ministers, a Chancellor handles the major decisions that a religion has to face.

Gather the assembly, there are important matters I must discuss with them.

Time to Acquire: 64 months

Starting Money: normal

Special
Category or Skill

Stat Gains: none

Professional Qualifier: At least 12 ranks in Religion [-4 points]

Lifestyle Skills: Religion

Cost by Profession
Sources

CHAPLAIN (V)

A lord generally selects a clergy member to preside over the lord’s religious services. A Chaplain is the lord’s spiritual advisor and thereby a spiritual leader of the lord’s land. Chaplains often head up the education of the lord’s children as the clergy is often the only literate class. A GM may decide that all clergy members who preside over a church may also choose this training package.

Time to Acquire: 43 months

Starting Money: normal + d10 (open ended)

Stat Gains: none

Professional Qualifier: none

Sources

CHARLATAN (L)

Misdirection, authentic-seeming tomes, mystical implements, and a glib tongue are the Charlatan's best tools in prising gold from the gullible and the greedy. To one patron, the Charlatan may claim to have uncovered the secrets of transmutation, to another the formula for eternal youth, but to both he will explain his need for monies in order to acquire the exotic ingredients and perform the necessary experiments... And once his prey is adequately fleeced, he will flee before his chicanery is discovered. Some few have added scraps of magic to their repertoire of deception, enhancing both trickery and credibility as well as masking their true intent from real masters of magic.

My greatest success? Undoubtedly that is Lady Fariday. I appeared at her manor as a famed itinerant healer. It just so happend that she had wakened that morning with a dreadful rash on herface, and a mild sweating fever. Gravely, I examined her, and at length announced that she had contracted the dreaded pit-face plague, which wouldleave herskinapocky ruin. The ladydespaired,for she was very beautiful, and swore me half her fortune if I couldsave her. Two days later, lownedhalf her fortune, and all her gratitude. Can you guess how? You see, I never cured the disease at all: I caused it.... I was the huntsman who, one week prior, had sold her cook some mildly poisoned game. Herface was never in danger at all. And to this day she recommends me to herfriends.

Time to Acquire: 102 months

Starting Money: normal + d10 (open-ended)

Stat Gains: none

Professional Qualifier: none

Sources

CHI MASTER (L)

The Chi Master has dedicated himself to leaning how to focus the energy of his mind and body to perform supernatural feats. The years of dedication and training required to reach the levels of mastery and control necessary have imbued the him with a strong will and tireless energy.

"Through inner stillness we gain self-enlightenment; a calm pond wilt reflect the moon. Anger and violence block our awareness; turbulent wafers reveal nothing."

Time to Aquire: 81 months

Starting Money: normal

Stat Gains: Self Discipline

Professional Qualifier: A total of 10 skill ranks in the Self Control skill category. [-3 points]

Lifestyle Skill(s): Two Chi Powers skills may be chosen as Lifestyle skills.

Sources

CITY GUARD (V)

Almost every urban area has some sort of paid police force. These character are in charge of making sure that the city remains free of bedlam in the streets. If a promotion is gained (in the Special section), the character has been promoted in the ranks (more promotions equate to higher ranks).

Time to Acquire: 25 months

Starting Money: normal plus d10

Stat Gains: none

Professional Qualifier: none

Sources

CIVIL SERVANT (V)

Civil Servants are paid public officials. In this respect, they are similar to City Guards. However, their duties are usually very bureaucratic in nature.

Time to Acquire: 21 months

Starting Money: normal +d10

Sources

CLEANER (L)

This is an individual who “cleans up” botched operations by eliminating all traces of the operation, including, sometimes, the agents themselves. Cleaners are also used on insanely risky operations, not because they are suicidal, but because they will do “anything” to complete an operation.

Note: This package should be looked at closely by the GM before allowing a PC to enter into this dark lifestyle package. This person will not be liked by anyone and will be feared by most, because sooner or later an agent may meet this person in an official capacity, and who knows who will walk away from such an encounter?

Time to Acquire: 92 months

Starting Money: normal

Stat Gains: Self-Discipline and Strength

Professional Qualifier: at least a +5 total Self-Discipline bonus and a total Empathy bonus no greater than +0

Sources

CLERGY (L)

The life of a member of the clergy is an existence for only the most devout. These members of an organized religion usually have a strict code of ethics and behavior they must observe to maintain favor in their faith. On occasion, a member of the clergy will be sent out into the world to right wrongs and spread the faith.

Quote: “In the name of the Father, the Son, and the Holy Spirit, Amen.”

Time to Acquire: 147 [117 months]

Starting Money: normal

Stat Gains: Memory

Professional Qualifier: 1 skill in the Influence group at 2 ranks. [-3 points]

Special: An open Channeling spell list may be developed as a Training Package spell list (GM’s discretion)

Sources

CLOAKED VIGILANTE (L)

The Cloaked Vigilante is an individual who has lost faith in the proficiency of the local constabulary to enforce laws, usually against a criminal element, though sometimes it is those in lawful positions who are the wrong-doers. He therefore endeavors to “take the law into his own hands,” and launches his own, personal crusade, functioning outside the law, against injustice (or justice, or whatever other cause he might be campaigning against). He traditionally keeps his identity a secret, to protect his public life and those relations he may keep in it, for these would be obvious targets for the Vigilante’s enemies. Famous Cloaked Vigilantes might include The Shadow, The Phantom Detective, The Spider (Master of Men!), The Batman, The Phantom, The Green Hornet, The Avenger.

Quote: “The fear you feel in your heart is justice!”

Time to Acquire: 161 months

Starting Money: normal plus d10

Stat Gains: none

Professional Qualifier: 2 skills in the Subterfuge group at 2 ranks each. 1 rank in a skill in the Urban group. [-4 points]

Sources

CLOISTERED ACADEMIC (L)

The cloistered academic spends his days locked away from the rest of the world, embroiled in his learning. Books are his life. If he is close to anyone, it will usually only be a small pet. Even servants and others living in the same household are largely ignored.

Time to Acquire: 95 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

CLOISTERED ZEALOT (L)

The Cloistered Zealot lives a life of purity and scholarship in the name of his deity. Cloistered Zealots find a solid balance between preaching their religion and addressing the realities of life. Cloistered Zealots are well respected for their insights, wisdom, and intelligence.

Time to Acquire: 128 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

COMBAT MEDIC (V)

A Combat Medic provides rudimentary medical service to small combat units on the front line or in areas too far away for relatively quick medical attention. These people are trained in field medicine, survival, and tactical skills. While they are medics and under the Hippocratic oath, they must sometimes choose whether to enter combat offensively as opposed to defensively.

Time to Acquire: 35 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

CON MAN (V)

The lure of quick money often draws street urchins into the realm of the Con Man. The Con Man is adept at setting people up to rip them off. He often has several identities that he can assume (and proper papers to back up the identities).

Time to Acquire: 32 months

Starting Money: normal + d10 (open-ended)

Stat Gains: none

Professional Qualifier: none

Sources

CONJUROR (L)

Secluded from most of society with only their summoned and conjured companions as friends, the Conjurors venture out only with their thralls (much to the scorn of the local populace).

Thela stood at graveside, staring into the slowly filling barrow and silently wiping at her eyes. The gravedigger paused in his grim task for a moment and looked up at her.
‘Knew what he was about, your brother did. He even bought this here plot, knowin’ that he would wants me to be the one buryin’ him.’
Thela knew that one day her brother would invoke something he couldn’t control. She also knew that his work must be continued.

Time to Acquire: 84 Months

Starting Money: normal

Stat Gains: Memory

Professional Qualifier: At least 2 ranks in Magical Ritual (Summoning), and at least 4 ranks of skills in the Lore • Obscure skill category, and at least 4 ranks in any “summoning” spell list (see the list above).

Sources

CORPIST CASTER (L)

Corpists are often considered macabre or evil. Corpists use the body parts ofcreatures in order to affect magic. The more magical the creature the better the catalyst, so Corpists are often quite eager to join with adventurers just for the opportunity to gather catalyst material. While Corpist casters can be quite likable in most respects, it is difficult to be used to the smell that often seems to follow them. Also, familiars (and their magicians) tend to be very wary of such casters.

Note: The Corpist Caster TP is not a required TP for corpist casters, but reflects the abilities of the true enthusiast of the corpist caster school.
Uggh. I thought they smelled bad on the outside.

Time to Acquire: 40 months

Starting Money: normal

Stat Gains: None

Professional Qualifier: None

Lifestyle Skill(s): Fauna Lore

Sources

COURT MAGICIAN (L)

Lords can be quite demanding when seeking to satisfy their entertainment needs. Sometimes a lord will keep a magician on staff for the sole purpose of entertaining and impressing him and his guests. A Court Magician learns to couple his magic talents with showmanship for a grand display of magic power. Court Magicians may also serve in advisory positions, but they are generally considered to be flamboyant performers and not well learned sages.

Time to Acquire: 97 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

CRAFTER (V)

Many people are good with their hands and have the desire to create things. This training package represents all those people; from the blacksmith, to the coppersmith, to the jeweler.

Time to Acquire: 28 months

Starting Money: normal + d10 (open-ended)

Stat Gains: none

Professional Qualifier: none

Sources

CRUSADING ACADEMIC (L)

Having spent years studying, the Crusading Academic now has a cause and is ready to tell the world about it. He is ready to travel the world, meet new people, and see strange places.

Time to Acquire: 110 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

CRYSTALIST CASTER (L)

For Crystalists, power and wealth are synonymous: the most powerful Crystalists also carry the most elegant gems and stones. Crystalist can enchant gemstones to become the fuel and catalyst for their spells. Each casting erodes a part of this enchantment, so the crystals must be periodically re-enchanted. Crystalist do not have to spend as much time scrounging for catalysts as Herbalist or Corpists, but instead they must constantly spend their time re-enchanting their crystals. Crystalists tend to be flamboyant and extravagant, often wearing as many precious gems as they can afford all at the same time.

Note: The Crystalist Caster Training Package is required for crystal casters.
Like the gemstone, there are many facets to my magic.

Time to Acquire: 46 months

Starting Money: normal

Stat Gains: None

Professional Qualifier: None

Lifestyle Skill(s): Stone Lore

Sources

CULTIST (L)

Channeling Companion

A cultist studies the ways of summoning and conjuring. They can be either the leader of a strange cult, a follower of such a cult, or a character with extensive knowledge of such cults sent to destroy them. In all cases, they are experts on finding signs of the supernatural and extra-planar, and how to deal with the creatures that are summoned from other planes.

You cannot cross the wards placed about the circle and you wi II answer the questions I ask before I allow you to return to your own plane.

Time to Acquire: 129 months

Starting Money: normal + d10 (open ended)

Special
Category or Skill

Stat Gains: Reasoning

Professional Qualifier: none

Lifestyle Skills: One Lore • Obscure skill may be chosen as a Lifestyle skill.

Cost by Profession
Sources

CUT PURSE (V)

A specialized type of thief, the Cut Purse works the streets. He is particularly adept at watching crowds and determining who should have the heaviest pockets.

Time to Acquire: 37 months

Starting Money: normal + d10 (open-ended)

Stat Gains: none

Professional Qualifier: none

Sources

DAREDEVIL (V)

Those who risk life and limb for nothing more than fame or fortune are Daredevils. From the death-defying circus performer such as a Trapeze Artist or a Human Cannonball, to the unsung heroics of a Hollywood stuntman, Daredevils have found that the general public is thrilled by hazardous tricks and stunts. Usually the more dangerous a feat is the better it would enthuse a crowd, and they constantly try to dream up new perilous ways to excite onlookers. Out of work pilots from the Great War took up aerial acrobatics during the Pulp-era, becoming known as “Barnstormers,” and often joining Air Circuses. Circus performers began attempting dangerous stunts such as going over waterfalls (such as Niagara) in nothing more than a wooden barrel, or walking a tightrope from skyscraper to skyscraper over busy metropolitan streets. Sitting on top of a flagpole for long periods of time even became a fad during the 1920’s. The Wild West shows churned out their share of Daredevil antics: Sharpshooters, Bronco-busters, lasso-artists, and knife throwers to name a few. Famous Daredevils might include in their ranks the names of Waldo Pepper (Barnstormer), “Buffalo Bill” Cody (cowboy trick shooter), Emanuel Zacchini (Human Cannonball), Jean Lussier (Waterfall Daredevil), Douglas Fairbanks (movie actor; performed all his own stunts).

Quote: “Go ahead. Double-dog dare me.”

Time to Acquire: 30 months

Starting Money: normal plus d10

Stat Gains: none

Professional Qualifier: none

Sources

DEMONOLOGIST (L)

A demonologist specializes in dealing with demons. Demonologists are not always evil, though continued interchange with demons always leaves its mark, and all demonologists eventually succumb to the evil influences of the demons with which he interacts. Demonologists may have dealings with demons of the Pales, most often the demons of the Void have the knowledge and power with which to tempt the demonologist. Demons of the Pale are generally used for drudge work or simple tasks, while the demons of the Void are the source of infernal knowledge.

I'd give anything to know the secrets o fall magic. Do we have a deal?

Time to Acquire: 132 months

Starting Money: normal

Stat Gains: None

Professional Qualifier: Dark Pact flaw, Open Door flaw, or Dark Temptation flaw [-7 points]

Lifestyle Skill(s): Demon Lore, Xeno Lore

Sources

DETECTIVE (V)

A detective is the character who investigates a mysterious happening. This could be a member of the city guard or a specialist called upon when needed. A detective is rarely found outside an urban environment unless he is seeking clues to the current case.

Time to Acquire: 33 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

DILETTANTE (L)

Usually born to a noble, or rich family with a large silver spoon in his mouth, the Dilettante rarely cares about any one thing, save perhaps his personal freedom. The idle rich, he has always had the best of everything, and thus lacks many skills that make normal folks...well, normal. He is well-educated, having attended the best (usually Ivy-League) schools. Herein often lies the greatest irony; for the affairs of the Dilettante offer a most unusual “cover” for other, more shadowy practices. Many heroes are Dilettantes in their public (secret) identities, while wearing the mantle of the Cloaked Vigilante or Gangster to root out their foes. After all, who else would have the time or cash to traipse about everywhere seeking out enemies to thrash? The Dilettante, of course. Whether a facade masking criminal activities or crime-busting, who would suspect the spoiled rich have any interest in such matters? This cover leaves the Dilettante free to conduct his more important affairs in secret, free from the prying eyes of those who might attempt to hinder him. Famous names among the ranks of Dilettantism might include: Lamont Cranston, Bruce Wayne, Howard Hughes, Richard Wentworth, Richard Curtis Van Loan, and Alphonse Capone.

Quote: “What year is this wine? 1904? Well that was an adequate year I suppose, however I always prefer the 1902 vintage.”

Time to Acquire: 145 months

Starting Money: normal plus 10d100

Stat Gains: Presence

Professional Qualifier: none

Sources

DIPLOMAT (V)

A diplomat is a person who has made it his job to negotiate and talk to various other people in positions of power and authority. He is usually well versed in more than one culture and has contacts in many cities.

Time to Acquire: 48 months

Starting Money: normal + d10 (open-ended)

Stat Gains: none

Professional Qualifier: none

Sources

DOCTOR (V)

A doctor is a person dedicated to tended to the sick. This should include all types of persons who are caring for the sick, not just those that actually perform the healing (e.g., the nurses, attendants, etc.). Most people who tend to the sick are doing so on a voluntary basis.

Time to Acquire: 18 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

DREAM TRAVELLER (L)

To the uninitiated, sleep is merely relief from the troubles of the waking world, and bodily rest. To the Dream Traveller, sleep is the doorway into the dream world, a world as dangerous as the mundane world, with its own inexplicable physical laws and mind-bending unreality. Of all the mortal wayfarers in the dream realm, the Dream Traveller is most able to explore in safety, by using magic to strengthen the dream-self with the abilities of the other world; others are unprotected against the anarchy of dreams.

Remember, my girl, in the dream realm things are seldom what the seem. You can't take anything for granted. Events have meaning. Colors have significance. Time follows no rules, and Nature's laws don't always apply. —What you see as a staffmight actually be a snake; what you see a snake might actually be a spear. Things mayfall up; a girl might be a ghoul. and a ghoul might be your friend. Confusing? Indeed so. And then of course some things might be exactly what they seem: in the words ofafamous Dream Traveller, "Sometimes a cigar is just a cigar." You have to keep your wits about you.

Time to Acquire: 122 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

DREAMWEAVER (L)

The Dreamweaver has specialized in tapping the power of the mind through dreams, being able to select and manipulate dreams, whether for divination, wish fulfilment, or to increase creativity. He also possesses almost total control of his sleeping pattern. With preparation, he can influence the dreams of others, inducing daydreams of pleasant aspect or nightmares ofhellish terror as he chooses.

I see. You wish to know the dreams of the king? A strange ambition, and yet an enlightened one: the king dreams as oft as the next man, and what a man dreams might tell you much of him. And yet, Ifeel it my duty to warn you: a king has more than his share of worries, and perhaps more than his share of nightmares as well. Especially this king. Such dreams could prove unpleasant. And yet, if you are certain this is what you wish, I am certain I could satisfy your curiosity....

Time to Acquire: 124 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

DUELIST (V)

Where words leave off, swords pick up. Often disputes are settled in duels of honor. A duelist is a professional settler of such disputes. They can be hired to fight for lords, so the lord need not worry about his own safety. A duelist is adept at single combat, but not neccesarily honorable combat. A duelist fights with honor only so long as he is sure he can win.

Time to Acquire: 32 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

ENGINEER (L)

Great castles require great architects, while enchanted castles require enchanted architects. The Engineer not only knows how to design, build, and organize a construction project, but also how to enchant it. In worlds where the magic flies fast and furious, no home is truly sound unless it is built by an experienced Engineer.

Time to Acquire: 85 months

Starting Money: normal + d10 (open-ended)

Stat Gains: none

Professional Qualifier: none

Sources

ENTERTAINER (V)

Between movies, books, music, and television, the entertainment industry virtually had its birth during the Pulp era. Entertainment provided an escape from the horrors of the Great Depression, at least for a little while. With the increased popularity in movies, a new breed of celebrity appeared: the movie star. With spotlights, gala premieres, awards ceremonies, and glamorous life styles, movie stars embodied all that Americans wished their lives were. Some famous entertainers include Errol Flynn, Clark Gable, Olivia DeHavilland, Cary Grant, Jimmy Stewart, Kenneth Robeson (actually Lester Dent, author of Doc Savage), and George Burns.

Quote: “The play’s the thing.”

Time to Acquire: 53 months

Starting Money: normal plus d100 (open-ended)

Stat Gains: none

Professional Qualifier: none

Sources

ENTREPRENEUR (V)

The Entrepreneur begins his career as a white-collar worker, in an office, working the standard (as of 1938) 40-hour work week. He enters into commercial enterprises on a regular basis, taking risks, endeavoring to rise through the ranks of the business world. Wealth, power and social position are the Entrepreneur’s motivating factors, (much as they are to the Dilettante) and he works hard to get ahead (unlike the Dilettante). Famous Entrepreneurs might include: J.D. Rockefeller, Howard Hughes, or Bruce Wayne.

Quote: “Money is Power.”

Time to Acquire: 85 months

Starting Money: normal plus d100 (open-ended)

Stat Gains: none

Professional Qualifier: none

Sources

EXECUTIONER (V)

Even the most benevolent of rulers find that they must sometimes punish criminals, spies, or enemies with painful death. The Executioner is trained to do so with great efficiency. Executioners are trained in the art of torture and interrogation as well. In lands with public beheadings or hangings, the Executioner is often expected to make a grand display of torturing the prisoner for as long as possible. An Executioner with a brutal reputation can be a deterrent to criminals and spies by mere rumor alone.

Time to Acquire: 28 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

EXPLORER (L)

Similar to the Adventurer, the Explorer specializes in travelling in uncharted areas and outdoor exploration. This could include sailing explorers as well as overland explorers.

Time to Acquire: 66 months

Starting Money: normal

Stat Gains: Constitution, choice of one other stat

Professional Qualifier: none

Sources

FEMME FATALE (V)

The Femme Fatale is an exercise in seduction. She (a predominantly female vocation) uses those natural gifts to play upon her victim and his resources for her own gain. The seductress will usually present herself as sympathetic to one’s plight until she has attained her goal, then will turn on her “benefactor” and betray him in some fashion, even if it is just abandonment. The Femme Fatale has little sense of morality, and will go to great lengths to accomplish her task. It is not to say she will positively attempt to hurt her victim, whether physically or emotionally, but that she is simply out for herself. If she should desire to continue the relationship, then that becomes one of the goals she will attempt to attain. Many Pulps stereotyped the role as that belonging to an Oriental enchantress, with name-tags like: The Dragon Lady, Serpent Lady, Empress of the East, etc. Infamous Femme Fatales might include: Mata Hari, Thelda Blanchet, Elsa Schneider, Princess Aura, Princess Kojii, and Ayesha-She Who Must Be Obeyed.

Quote: “Hello handsome, got a light?”

Time to Acquire: 49 months

Starting Money: normal plus d100

Stat Gains: none

Professional Qualifier: Female

Sources

FIELD SCIENTIST (V)

A cross between a lab scientists and an academic, members of this vocation pursue hands-on research outside of the lab. Trained to operate in adverse or unusual surroundings and circumstances, this vocation can include Archaeologists, Anthropologists, Ecologists and Researchers.

Time to Acquire: 30 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

FORTUNE TELLER (V)

Often self-taught, some Fortune tellers earn their living from reassuring the anxious about the future, to others it is a pastime with which to entertain their jaded friends. Success in prediction is as much due to an eloquent flow of words and understanding the querent as to any true ability.

Some come out of desperation, and some out of hopelessness. Some come in greed or in lust or amibition. Others come to me on a whim, or upon the pricking ofan intuition. They all claim to want the same thing: the knowledge o ftheirfuture. But I know better than that. Of course I read them theirfortunes, but that's seldom what they need. To give them what they truly need, you have to look deeper, and not into the future, but into their heart. You see, it's reading the customer that makes up the greatest part of my art; reading the bones is like breathing.

Time to Acquire: 40 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

G-MAN (L)

G-Men are government (hence the “G”) branch officials, with law enforcement powers that usually focus in a particular area. They can include agents of the Federal Bureau of Investigation (FBI), Treasury Department, Federal Bureau of Narcotics (FBN), Immigration and Naturalization Service (INS), U.S. Marshals Service (Marshal, Deputy Marshal, etc.) In 1924 J. Edgar Hoover is placed in charge of the FBI. Until that point crime ran rampant. In 1934, the FBI is granted more legal police powers, and they begin cracking down on gangsters. Within a few short years, the FBI will have arrested all of its ten most wanted men. Some famous G-Men might include: Elliot Ness, John Dewey, and Herbert Hoover.

Quote: “You are under arrest by the FBI!”

Time to Acquire: 135 months

Starting Money: normal

Stat Gains: Intuition

Professional Qualifier: A total of at least 10 ranks in any combination of the following skills: Alertness, Observation, any skills in the Combat Maneuver skill category, any skills in the Influence skill category, Law Enforcement, Criminology, any skills in any Firearm skill category. [-4 points]

Sources

GADGETEER (V)

The gadgeteer is an inventor with the ability to create machines that leap over current scientific restrictions. The gadgeteer can invent items that most only dream of and these inventions usually work correctly the first time. Of course, accidents do happen (usually destroying the only working prototype) but the gadgeteer continues undaunted.

Quote: “Let’s see, if I adjust the resistance and upgrade the power supply...”

Time to Acquire: 44 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

GANGSTER (V)

For the first part of the 1920s public opinion of the Gangster was positive, and the FBI’s “Ten Most Wanted” list made anti-heroes of its inductees. Legendary Gangsters became household names, and the public often followed their exploits in the papers and on the radio. Toward the end of the decade the popularity of the Gangster waned and the public threw its support with the G-Men, as more and more hapless citizens were caught in the crossfire between gangs.
Gangs were frequently based on the extended family, with the Italian Mafia, Irish toughs, Oriental criminal societies such as the Tongs and Yakuza, and good ol’ American street punks often fighting each other for superiority. Famous Gangsters might include: Al Capone, John Dillenger, Bonnie & Clyde, “Dutch” Schultz, “Lucky” Luciano, “Bugs” Moran.

Quote: “I don’t think he’s gonna fit in the trunk. Hey Guido, bring the chainsaw.”

Time to Acquire: 42 months

Starting Money: normal plus d10

Stat Gains: none

Professional Qualifier: none

Sources

GRAVE ROBBER (V)

Not everyone seeking the lost are as altruistic, or informed, as the Archaeologist. Many people are aware of jewelry being buried with a loved one, but the Grave Robber capitalizes on this information. A Grave Robber may seek out ancient grave sites, or even ruins, for their chance at quick and easy money. Of course, most people frown on such activities, and sometimes the dead themselves will rise up to protect their treasure, so though the money maybe quick, it isn’t always easy.

Time to Acquire: 45 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

GREAT WHITE HUNTER (L)

Great White Hunters (a stereotypical descriptive; not all were white, nor even great) are sometimes arrogant of their abilities, and sometimes need to be taken down a notch or two. They often lead hunting parties and caravans into the wilds of unexplored lands, just for the sake of the adventure. Famous Great White Hunters might include Allan Quatermain, Teddy “Rough Rider” Roosevelt, Charles Remington, “Buffalo Bill” Cody, and “Wild Bill” Hickok.

Quote:
Native porter: “No bwana, no bwana!! No enter!! Simba rules there!!”
Great White Hunter: “That’s exactly what I’m counting on.”

Time to Acquire: 184 months

Starting Money: normal plus d10 (open ended)

Stat Gains: Constitution

Professional Qualifier: At least 2 skills in the Outdoor category at 2 ranks each. [-3 points]

Sources

GROOM (V)

A Groom maintains and oversees a stable. A Groom may care solely for the lord’s horses or he may watch over any manner of creature for his lord, including pigeons, falcons, bees, and fantasy creatures. Grooms may garner friendship and respect from knights and nobility, as they maintain the horses that makes knights so devastating.

Time to Acquire: 44 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

GUARDIAN (L)

A guardian is a person who is given a specific area or region to guard and protect. Sometimes, guardians work together in larger organizations to protect very large regions.

Time to Acquire: 116 months

Starting Money: normal

Stat Gains: Constitution

Professional Qualifier: none

Sources

GUILD APPRENTICE (L)

A guild apprentice is taught the lessons of magic by either a mercantile group of magicians or by a member of an established guild. Guild apprentices spend a lot of time studying magic in great detail, from books and from direct instruction from one or more masters. Guild apprentices tend to be well educated and prepared for a career in a city. Guild apprentices are generally taught magic that will assist their master in the day to day maintenance of a business as well as spells that assist them in their studies.

These chores will be a distant memory when I become head of the guild.

Time to Acquire: 86 months

Starting Money: normal

Stat Gains: Memory and realm stat

Professional Qualifier: Total temporary stats for Memory and Reasoning of 180 or greater [-5 points]

Lifestyle Skill(s): None

Sources

HACKER (V)

Experts at infiltrating secure network systems of private or government groups, members of this vocation burn the phone lines to get their hands on information stored in files around the world. The darker side of this vocation is the ability to shut down areas of a sensitive or even crucial nature, such as power grids, banks, credit accounts, etc. This person can make life really nasty for computer-dependant targets.

Time to Acquire: 34 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

HEDGE WIZARD (L)

A hedge wizard is a primitive Essence user who has learned the trade through oral tradition and practice, not through studying dusty books. Hedge wizards are generally found in less civilized areas, though hedge wizards can thrive anywhere a grandparent teaches the old traditions to their relatives. A hedge wizard generally excels at ritual magic, while finding spell lists more difficult to learn. Since hedge wizards tend to require time to cast most of their magic. They are practiced at intimidating others, convincing them that while it may take the hedge wizard longer to cast a spell, it will be suitably nasty. Hedge wizards are sometimes confused with witches, warlocks, and shamans.

Magic is like any other craft; to do it properly takes time.

Time to Acquire: 30 months

Starting Money: normal

Stat Gains: None

Professional Qualifier: Magic Bane flaw [-7 points]

Lifestyle Skill(s): Magic Ritual, Spell Mastery

Sources

HERBALIST (V)

A herbalist is a person who specializes in growing, preparing, and cultivating herbs. Very often, herbalists are found near urban areas (where demand for herbs is higher), though they also like to secluded nature of a more rural environment.

Time to Acquire: 33 months

Starting Money: normal + d10 (open-ended)

Stat Gains: none

Professional Qualifier: none

Sources

HERBALIST CASTER (L)

Herbalists specialize in the understanding of plant life from an analytical point of view. Herbalists perceive plants as a natural source of power. An Herbalist differs from an animist in that an Herbalist perceives properties in the plant life, but does not worship plants. The Herbalist is analogous to a botanical chemist in some respects.

Note: The Herbalist Caster training package is not required for herbalist casters, but reflects the abilites of the true enthusiast of the herbalist caster school.
Magic grows in the most unusual places.

Time to Acquire: 56 months

Starting Money: normal

Stat Gains: None

Professional Qualifier: None

Lifestyle Skill(s): Flora Lore, Herb Lore

Sources

HERMIT (L)

Retreating from civilization, the Hermit leads a solitary life of unremitting hardship. He makes his abode in the wastes, whether it be in the frozen mountains, under the blazing desert sun or on bleak island haunts. Distanced from the distractions of mundane life, the Hermit searches for spiritual or philosophical enlightenment.

The island was small and bare, but our chart noted a spring somewhere upon its crown. I went ashore with the crew, and found the spring easily. I also found, much to my astonishment, a bare hovel in the lee of the crest, and a very talkative old shrub of a man clad in sailor's garb and skins. I think he said his name was brother Codmi, though his speech was strange and old-fashioned and difficult to understand. He lives there alone, andfunctions as a kind of holy man and healer for the local fishermen. He keeps the spring clear for the sailors, and in return they bring him favors offood and supply....

Time to Acquire: 130 months

Starting Money: normal or none (GM discretion)

Stat Gains: Self Discipline, Constitution

Professional Qualifier: none

Sources

HIGHWAYMAN (V)

A highwayman is a roguish character who specializes in waylaying travellers on the road. They are often well-versed in regional lore and the outdoors in general.

Time to Acquire: 35 months

Starting Money: normal + d100 (open-ended)

Stat Gains: none

Professional Qualifier: none

Sources

HOURI (L)

Sometimes courtesan, sometimes mistress, the Houri is the foremost practitioner of seduction and a skilled manipulator of all, but most especially members of the opposite sex. With sorcerous arts, the Houri can beguile even the most cold hearted, enhancing innate beauty and adopting the appearance of others, yet the rose is not without its thorn, for the kiss of a Houri can undo even the mighty.

I first saw her as I entered the ballroom. She had arrived directly before me, elegant, in a beaded, silken gown. Her prey was a young rich gallant who was visitingfrom the Continent. When he greeted her at the door every eye was upon them: every man drawn by her grace; every woman transfixed by his presence. When they danced, it was poetry; when they laughed, it was music. Not a soul in the room was uneffected by their passion. That night has been called the greatest mutual seduction in the history o f the kingdom. Six treatises of courtly behavior and numerous romances and "eye-witness" accounts were spawned in its wake. Unquestionably the best, "The Duel of the Houris," can be found in any fashionable library in the kingdom.

Time to Acquire: 108 months

Starting Money: normal

Stat Gains: Presence

Professional Qualifier: none

Sources

HUNTER (L)

The Hunter is at home in the wilds. He ventures into the civilized areas only to buy supplies and sell his pelts.

Time to Acquire: 18 months

Starting Money: normal + d10 (open-ended)

Stat Gains: Constitution

Professional Qualifier: none

Sources

INQUISITOR (V)

Channeling Companion

The inquisitor has a focused mission; discover any who are not believers in his faith. His reasons for doing this will differ from religion to religion. He might be simply checking up on the church in a particular region, sent to straighten things out, or he can be sent to root out and torture those who do not believe.

It is useless to resist, we have ways of making you talk...

Time to Acquire: 55 months

Starting Money: normal

Special
Category or Skill

Stat Gains: none

Professional Qualifier: none

Lifestyle Skills: none

Cost by Profession
Sources

INSIDIOUS VILLAIN (L)

The Insidious Villain is the criminal mastermind. The master schemer, he always hatches some sort of diabolical plan to attain his desires, many times at any cost. He feels himself above the law, and unlike most “ordinary” criminals, fears no lawful repercussions for his actions. The Insidious Villain will go to any length to achieve his goals, whether it be planning a small heist or contriving to rule the world. Morality is not in his vocabulary, and he will always possess a nefarious master plan, some dastardly dark design that lurks in the recesses of his criminal mind, patiently awaiting fruition. Whatever his current activities, it can be a sure bet that it will lead to that grand scheme. Insidious Villains are known for their secret hideouts, which are of course filled with countless deathtraps, yet also contain the spoils of their wicked plots. Infamous Insidious Villains might include: Dr. Fu Manchu, Professor Moriarty, Ming the Merciless, John Sunlight, Mo-gwei, Shiwan Khan, Kathulos, Adolf Hitler, The Nine, Itsu-The Hand Sinister, and Mola Ram.

Quote: “You don’t know the power at my command!”

Time to Acquire: 124 months

Starting Money: normal plus 10d100

Stat Gains: Presence

Professional Qualifier: none

Sources

INTELLIGENCE ANALYST (V)

This is a job in which a person researches a particular area, social structure, or aspect of a given country (e.g., economics, crime, terrorism, etc.). These are usually not field operatives, but their knowledge is very valuable and in-depth in their areas of expertise to operatives in those areas. Analysts have been known to leave their cubicles once in a while on an operation, but it is usually in a consolatory capacity. If this person does make it in the field their knowledge could prove essential to a mission.

Time to Acquire: 47 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

INVENTOR (V)

New machines, siege engines, and mills do not just evolve, they are created. Inventors are considered unusual because they concentrate on mechanical and scientific problems to the exclusion of everyday affairs. Inventors are generally gifted in several crafts and arts.

Time to Acquire: 45 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

JESTER (V)

Great rulers need great advice, but they also need to laugh. A Jester is a source of entertainment, advice, and diplomatic face-saving. The fool is sometimes abused, but most often they are well rewarded in food, clothing, and position. Even so, a lord or lady can always vent their ire or frustration on the affable fool instead of lashing out at powerful vassals.

Time to Acquire: 52 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

JOURNALIST (V)

Whether it’s a world-wide broadcast or local coverage of a community meeting, a Journalist strives to report the events objectively (although that doesn’t always happen). A Journalist will travel to where the action is, covertly if need be, to get the story before anyone else. Journalists can usually make good contacts in underworld areas and foreign governments during their search for the truth.

Time to Acquire: 27 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

JOURNALIST-PULP (V)

The journalist reports the news to the general public. Whether the journalist works for a newspaper, magazine, or radio, he often goes into dangerous situations to get a scoop. Members of the press often are allowed into places that normal people are forbidden, such as crime scenes or gala events. Examples of noted Journalists might include: Edward R. Morrow, Lois Lane, Walter Burns, and Hildy Johnson.

Quote: “Can I quote you on that?”

Time to Acquire: 89 months

Starting Money: normal plus d10

Stat Gains: none

Professional Qualifier: none

Sources

JOURNEYING APPRENTICE (L)

A journeying apprentice learns from a master who rarely stays in one place. Journeying apprentices learn practical magic and practical skills that assist himself and his master on their journeys. Journeying apprentices often have less book learning than a guild apprentice, though they are used to harsh conditions and difficult situations. The journeying apprentice learns from his master while driving wagons, riding horses, sitting at roadside inns, or walking along country lanes. Wanderlust and a thirst for adventure draw these students to such a wayward lifestyle, while skill and wits are what keep them alive long enough to one day become masters themselves.

Learning magic is like life itself. The journey is at least as important as the destination.

Time to Acquire: 104 months

Starting Money: normal + 1d10

Stat Gains: None

Professional Qualifier: None

Lifestyle Skill(s): None

Sources

KNIGHT (L)

A knight is a warrior dedicated to a cause or a lord (as opposed to a Paladin, who is dedicated to a greater power). A knight is known for his heavy armor and ability with weapons. Note that some GM’s may decide that the character who takes this package must also take the “Knighted” talent (see Appendix A-5 for more information on Talents).

Time to Acquire: 69 months

Starting Money: normal

Stat Gains: Strength, Self Discipline

Professional Qualifier: none

Sources

LABORER (V)

Whenever raw manual labor is done, the people in charge rarely do it themselves. The nearby villages and towns were full of folks willing to work hard for a relatively small amount of money. Unskilled labor is often needed in and or around a castle (especially during construction of the structure).

Time to Acquire: 14 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

LAWYER (L)

Not the first choice for a PC, but nonetheless an important character to have around when committing illegal acts. There will be times when an operation goes wrong and ends up being public; that’s when a Lawyer comes in handy. In such times a Lawyer is all that stands between you and judgement. In most U.S. law enforcement agencies, this is one of the predominant degrees/vocations for agents.

Time to Acquire: 117 months

Starting Money: Normal +d10 (open-ended)

Stat Gains: Memory and Presence

Professional Qualifier: Acting at 2 ranks and any single skill in the Influence skill category at 2 ranks.

Sources

LIBRARIAN (V)

The librarian may either be a serious book collector, or an organization freak for a collector or college, Librarians are fine researchers and great sources of information, though they are generally too sedentary to adventure abroad. The occasional librarian may go in search of a rare or exotic text, though they are often looked down on by the librarian elite. Librarians are also expected to act aloof and frown in dismay at the general ignorance of the populace whenever possible.

Ssssshhhhh.

Time to Acquire: 57 months

Starting Money: normal

Stat Gains: None

Professional Qualifier: None

Lifestyle Skill(s): Research

Sources

LOREMASTER (V)

The perpetual scholar. The Loremaster studies, constantly striving to know all there is to know. Some Loremasters specialize in areas of knowledge; while others are diverse, knowing little bits about lots of things.

Time to Acquire: 40 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

MAGIC CRAFTER (L)

Some simple craftsmen are not as simple as they seem. Some of the most impressive and sturdy crafts are made with a little magical assistance. Magic Crafters can be of any realm, and they gain access to the training package spell lists to help in their trade.

Time to Acquire: 72 months

Starting Money: normal + d10 (open-ended)

Stat Gains: none

Professional Qualifier: none

Sources

MANIPULATOR (L)

Behind the scenes, causing trouble, the Manipulator is rarely perceived as the source of the strife he creates. The extent of his influence is rarely ever known to anyone but himself.

‘Leave me be, Decator, I do not wish to play wordgames with you this evening.’
‘Majesty, I did not wish to offend. I only desire to serve your people as I serve you. I wish to bask in the alkar of your selfless nobility and to learn of it so that I may better serve.’
(laughing) ‘Oh, Decator, and how it must try you to display such uncharacteristic humility. How can I help you learn? How could I possibly teach you nobility?’
‘Why Majesty, you must only tell me that which you desire, you must tell me what you want.’

Time to Acquire: 120 months

Starting Money: normal

Stat Gains: Presence

Professional Qualifier: A total of at least 6 ranks of skills in the Influence skill category.

Sources

MARINE PILOT (V)

Marine pilots can maneuver into hard-to-reach areas for insertions or retrievals, always a good person to have around on an aquatic adventure. This is mainly for smaller boats, not tanker-sized boats.

Time to Acquire: 39 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

MARINER (L)

While a common sailor may find himself at sea thanks to the blandishments and occasional force of the press-gang, the Mariner has chosen a life on the ocean wave. Years of hard training in the skills of seamanship and the arts of navigation transform youthful midshipmen into competent sailing masters, ship's mates and naval officers, who with luck, ability, favour and perhaps hard cash, will one day command their own ship.

When you live upon the sea, she is your everything. She is your mother; she is your foe. She will test you. She is your lover, and your nemesis. She is your goddess. Respect herand learnfrom her. Listen to her lessons, and remember them. Learning the ropes and ranks is another matter, and involves an entirely different kind of respect....

Time to Acquire: 144 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

MARTIAL ARTIST (L)

A martial artist is a warrior trained in the ways of unarmed combat and maneuvering. However, a martial artist is also schooled in the areas of knowledge and arts.

Time to Acquire: 73 months

Starting Money: normal

Stat Gains: Strength, Agility

Professional Qualifier: none

Sources

MARTIAL ARTIST REVISED (L)

A martial artist is a warrior trained in the ways of unarmed combat and maneuvering. However, a martial artist is also schooled in the areas of knowledge and the arts, especially in the care of the body. This is the generic package for those players not interested in the more specific training packages detailed in this section.

Note: This is revised from the RMSR version
"I have the honor to be a most humble student of Master Lee of the Central District. I hope that I do not disgrace my teacher in this competition. You may strike first worthy opponent."

Time to Aquire: 143 months

Starting Money: normal

Stat Gains: Strength, Agility

Professional Qualifier: None

Lifestyle Skill(s): None

Sources

MARTIAL ARTS CHALLENGER (L)

The martial arts challenger is a character who lives and breathes in the martial arts world. He strives to prove himself the most skilled and powerful practitioner of his style of martial arts. By defeating all of the other martial artists in the area, he seeks to improve his reputation and the reputation of his chosen martial arts. Often the martial arts challenger seeks to build his reputation in order to open his own martial arts school.

"I am known as the outstanding youth in this district. I desire to test your knowledge of kung fu. Would you oblige me with a test of skill?"

Time to Aquire: 110 months

Starting Money: normal

Stat Gains: Strength

Professional Qualifier: Any training package that gives Martial Arts attacks skill ranks. [-3 points]

Lifestyle Skill(s): None

Sources

MARTIAL ARTS CHAMPION (V)

The martial arts champion is a character who specializes in fighting for the causes of others. The he answers challenges posed to his family or employer. Not all martial arts champions fight for money, some are affiliated with a house or cause they serve by ties of blood or honor. Those martial arts champions that fight for money receive much less respect from their peers.

"I represent the honor of the House Fushan in this matter. I demand an apology in order to repair your slight against House Fushan's honor. I await your answer. If you do not wish In retract your worth now. I will meet you tomorrow morning in the central square and restore House Fushan's honor over your unconscious body."

Time to Aquire: 31 months

Starting Money: normal

Stat Gains: None

Professional Qualifier: None

Lifestyle Skill(s): None

Sources

MARTIAL ARTS OPERA PERFORMER (L)

The martial arts opera performer is a character who has been trained at a very early age to participate in a type of acrobatic operacompany. The character has been trained to be flexible and acrobatic in order to accomplish the graceful but physically demanding traditional forms of the opera. To mimic the great warriors and heroes of the past, the performer has studied martial arts from a very young age. Most martial arts opera performers begin their apprenticeship at the age of six and continue in their profession the rest of their lives.

"I am the greatest performer of my time. My voice is without parallel, my movements are as graceful as the crane, and my skill is equal to that of the heroes of old."

Time to Aquire: 187 months

Starting Money: normal

Stat Gains: Agility

Professional Qualifier: None

Lifestyle Skill(s): None

Sources

MARTIAL ARTS STREET PERFORMER (V)

The martial arts street performer is a character who uses his martial arts skills to gain money from spectators. He has a glib and agile tongue that often appears more skill ful than his martial arts skills. The martial arts street performer is also looked down upon by "more serious" (and wealthier) practitioners of the martial arts world. Yet one must cat, and it is honest work. Sometimes the performer is a martial artist who has fallen on hard times and is without patronage. Thus it can be very dangerous to bait inept street performers, as they may be skilled martial arts students new to their trade who will bitterly resent any slur on themselves and their newfound situation in life.

'Watch now as I perform this maneuverfor your pleasure, risking my life and limbs in this dangerous feat. No performer in this province has attempted thisfeat since the unfortunate and horrific death of Master Lo some thirty years ago...'

Time to Aquire: 37 months

Starting Money: normal

Stat Gains: None

Professional Qualifier: None

Lifestyle Skill(s): None

Sources

MECHANIC (V)

It is of some comfort to Mechanics that no matter how advanced technology becomes, machines will still break down and someone will have to repair them. A Mechanic focuses on repairing and improving machines, generally vehicles. With the proper tools and parts, a good Mechanic can bring even the most heavily damaged vehicle back from the dead.

Quote: “Well, it’s either a cracked engine block or you’ve blown a head gasket. Either way, it isn’t pretty.”

Time to Acquire: 33 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

MEDIC (V)

Channeling Companion

Trained in the use of herbs, first aid, and the magic of his deity, the Medic has learned healing in many forms. He is often found in the temple, in a battle or on a mission to defend and watch over anyone that his religion asks to be protected and healed.

This is going to hurt me as much as it does you....

Time to Acquire: 51 months

Starting Money: normal

Special
Category or Skill

Stat Gains: none

Professional Qualifier: none

Lifestyle Skills: none

Cost by Profession
Sources

MEDIUM (L)

Medium works towards becoming a spiritual link between himself and his deity. He claims to know the will of his deity on many subjects. The medium is adept at all sorts of trances, and spends much time lost in his own world of meditation.

Please leave me now, I must be alone to commune with my deity.

Time to Acquire: 127 months

Starting Money: normal

Special
Category or Skill

Stat Gains: Intuition

Professional Qualifier: At list 10 ranks of skills in the Self Control skill category [-3 points]

Lifestyle Skills: Meditation

Cost by Profession
Sources

MERCENARY (L)

A mercenary is an independent soldier who works for the highest paying employer. Most armies have at least a few mercenaries to fill out their ranks (and some are comprised mostly of mercenaries). Most mercenaries are well-versed in more than one culture and have a good working knowledge of warfare.

Time to Acquire: 80 months

Starting Money: normal + d10 (open-ended)

Stat Gains: Constitution

Professional Qualifier: none

Sources

MERCHANT (V)

From the miserly old cloth-maker to the industrious, travelling silk merchant, everyone eventually deals with a seller of goods.

Time to Acquire: 23 months

Starting Money: normal + d10 (open-ended)

Stat Gains: none

Professional Qualifier: none

Sources

MILITARIA (L)

This is the professional soldier. Be it Army, Navy, Army Air Corps, or Marines, the military life is well established within twentieth century society. Boot camp usually lasts the first three months; then it’s active duty thereafter. In the Militaria, one learns discipline and tactics. During wartime in the Pulp Era, most countries instituted some sort of “draft” to successfully fill out the ranks of their standing army or navy. It is the Militaria’s job to defend its nation’s boundaries, and sometimes to expand them. Famous members of the Militaria might include: Gen. Douglas MacArthur, George Patton, Dwight Eisenhower, Charles DeGualle, and Admiral Dewey.

Quote: “Sir, yes sir!!”

Time to Acquire: 150 months

Starting Money: normal plus d10

Stat Gains: none

Professional Qualifier: A total of 7 ranks in any combination of the following skills: any skills in the Weapon group, any skills in the Martial Arts group, any skills in the Combat Maneuvers skill category, Tactics, Military Organization, Body Development. [-4 points]

Sources

MINISTER (V)

Channeling Companion

Ministers are responsible for the teaching within a religion. They are some of the most versed students of the doctrine and teachings of their religion that can be found. They spend their time sharing their thoughts with others of their own religion, and inviting all to attend their uplifting sermons.

We are gathered here today to witness a holy event.

Time to Acquire: 63 months

Starting Money: normal

Special
Category or Skill

Stat Gains: none

Professional Qualifier: At list 10 ranks in Religion [-3 points]

Lifestyle Skills: Religion

Cost by Profession
Sources

MISSIONARY (L)

Channeling Compannion

The missionary is a peaceful emissary sent into far away lands to proselytize and convert. They travel a great deal, and teach many people in their journeys. While traveling, they encounter many different types of people and cultures. Many ignore the missionary, while others are searching for something that he might have to offer them.

The next house will be the one...

Time to Acquire: 149 months

Starting Money: normal

Special
Category or Skill

Stat Gains: Intuition

Professional Qualifier: none

Lifestyle Skills: Public_Speaking

Cost by Profession
Sources

MUSICIAN (V)

Musicians seek expression through the sound of music. A musician will usually know more than one instrument, although they will favor one above others.

Time to Acquire: 27 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

NECROMANCER (L)

Digging up the past to work with the dead (hopefully to animate them), with plans of world domination are all part of day-to-day life for the Necromancer. His knowledge of the past allows him to find the remains of dead lords for the creation of the most powerful Undead.

‘Rise, my deathless legions, RISE!’

Time to Acquire: 106 months

Starting Money: normal

Stat Gains: Intuition

Professional Qualifier: At least 7 ranks in Undead Lore and at least 4 ranks in the Necromancy spell list.

Sources

NINJA (L)

The ninja is a character who has been raised by a secret clan of spies and assassins. Most of the character's life has been training for the jobs that he is going to do for his clan. In return for his training, the clan expects absolute loyalty — treachery is repaid in death for the offender. The clan teaches many types of skills including disguise, assassination, stealth, and endurance along with its weapon skills.

"I can scale sheer walls and enter through the smallest opening. I am a shadow. Your enemy will not see me until it is too late."

Time to Aquire: 170 months

Starting Money: normal

Stat Gains: Agility, Constitution

Professional Qualifier: None

Lifestyle Skill(s): None

Sources

NOMENIST CASTER (L)

The Nomenist is a master of language who forever seeks to learn new languages to find the words of the Primal Tongue that operate for themselves. Nomenists may be found in cosmopolitan cities or on the fringes of civilization in their pursuit of old or new languages.

Note: The Nomenist Caster training package is not required for Nomenist casters, but reflects the abilites of the true enthusiast of the Nomenist School of Magic.
No. He didn't say, "It's nice to meet you." He said, "It will be nice to eat you."

Time to Acquire: 42 months

Starting Money: normal

Stat Gains: None

Professional Qualifier: None

Lifestyle Skill(s): None

Sources

OCCULTIST (L)

The Occultist is a scholar of the Paranormal. His greatest love is first and foremost the arts of the unknown; from research of magic and sorcery to investigations of mysterious phenomena, creatures and places. As an actual science, very few schools exist to educate the field. The real prerequisite for advancing in the vocation is an incurable thirst for knowledge, most often of “Things Man Was Not Meant To Know.” The information the Occultist seeks is always rare and cryptic, and he usually keeps a tight rein on any knowledge he has thus far acquired, for fear of allowing a competitor any advantage. Famous Occultists might include: Aleister Crowley, Edgar Cayce, Charles Fort, Professor J.B. Rhine, Charles Dexter Ward, Adolf Hitler, Dr. Rudolf Steiner.

Quote: “There are things out there that man was not meant to know.”

Time to Acquire: 151 [97 months]

Starting Money: normal

Stat Gains: Memory

Professional Qualifier: A total of 5 ranks in any skills in the Lore group. If not playing in a No Magic campaign, a total of 2 ranks split between skills in the following skill categories: Power Awareness and Power Manipulation. [-4 points]

Sources

ORACLE (L)

Trained in the divinatory arts and in history, the Oracle's impartial advice is sought by the great and the lowly from near and far to pierce the veil and reveal the future. Ambiguous prophecies, obtained by esoteric methods, must be interpreted by the querent, thus ensuring the Oracle's legendary accuracy.

He was a small man, of middle years and without outward sign of importance. But when he entered the hall, his simple sandals slapping on the tiles, my king stood and bowed before him. I knew at that moment that we had found the Oracle, and that our journey was complete. I learned later that it had only just begun.

Time to Acquire: 83 months

Starting Money: normal

Stat Gains: Presence

Professional Qualifier: none

Sources

PERFORMER (V)

A performer is a character who makes it his business to entertain crowds, large or small. He will often be found in taverns or perhaps in organized theaters. He is a restless soul, however, and will seldom stay in one place for very long.

Time to Acquire: 40 months

Starting Money: normal + d10 (open-ended)

Stat Gains: none

Professional Qualifier: none

Sources

PHILOSOPHER (L)

The Philosopher spends a great deal of time theorizing about the reasons things happen. He is not generally wellsuited for adventuring, but occasions do arise when his knowledge and/or wisdom is needed.

Time to Acquire: 130 months

Starting Money: normal

Stat Gains: Reasoning

Professional Qualifier: none

Sources

PHYSICIAN (L)

A professional healer, highly trained in the diagnosis and treatment of injury and illness, the Physician will normally be bound by vows and duties towards the patients. Competence is not without its price, and only the wealthy will easily afford the services of the Physician. Some Physicians may be employed on a permanent basis by noble families becoming trusted confidants, while others will set up independent medical practices in the cities.

Rich? So l am. But mark you there is no shame in that. My prices are fair, and even low by the standards of the city. My patients pay me gladly! — I ask you, what is more valuable than one's health? Who will not pay handsomely for that single, priceless commodity? Go to, you can't criticize me for being rich. You might as well criticize the priests for being holy!

Time to Acquire: 147 months

Starting Money: normal + d10 (open-ended)

Stat Gains: none

Professional Qualifier: none

Sources

PILGRIM (L)

Channeling Companion

The pilgrim has lost his place of worship and is seeking another. His deity is still with him, but his church and religion have either been forcefully denied him or have been destroyed. He has had to wander the world looking for a place to freely practice his religion, perhaps being persecuted along the way. His life has become a search for his promised land.

Just over the next ridge will be the promised land.

Time to Acquire: 121 months

Starting Money: normal

Special
Category or Skill

Stat Gains: Memory

Professional Qualifier: none

Lifestyle Skills: none

Cost by Profession
Sources

PILOT (V)

Useful in hard-to-reach locales throughout the world, a Pilot can excel in a type of plane or helicopter or can be generally good in all types of flying craft. On more covert ops, this is the character who may be getting others into and out of danger zones.

Time to Acquire: 36 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

PILOT-PULP (V)

The aerial dogfights of The Great War grabbed the attention of thousands, men and women alike. Aviation was in its infancy as a field of endeavor when the Pulp-era arrived. Many ex-military pilots roamed the land with their war surplus “crates” all boxed-up (hence the name) brand-new, and performed in “Air Circuses” for the general public as “Exhibition Fliers.” Pilots like Charles Lindbergh and Amelia Earhart became national heroes. Other famous Aviators might include: Patrick O’Malley, Cliff Secord, G-8, Eddie Rickenbacker, Jake Cutter, Howard Hughes, Bill Barnes, Baron Manfred von Richthofen, Dusty Ayres, “Mad Jack” Bannon, and Claire E. Chennault.

Quote: “So there I was in a three G inverted roll...”

Time to Acquire: 35 months

Starting Money: normal plus d10

Stat Gains: none

Professional Qualifier: none

Sources

POLICE OFFICER (V)

Civilized society must have its guardians. Cities and states employ forces of constables representing law and order as dictated by the laws of state and federal governments. These officials are Police Officers. Authorized on a city, state, or county level, Police Officers routinely maintain order and keep the peace. In larger cities, Officers patrol the streets to this end, both on foot and by prowl car. Instructed in a Police Academy, Officers are taught the Law and its penalties, selfdefense combat tactics, and firearms training. Some examples of known Police Officers might include: Jimmy Malone, Lieutenant Valcour, Inspector McKee, Inspector Timothy Klein, Det. Sgt. Mayhew, and Commissioner James Gordon.

Quote: “Yeah, yeah, I believe ya. Tell it to the judge. Now assume the position.”

Time to Acquire: 48 months

Starting Money: normal plus d10

Stat Gains: none

Professional Qualifier: none

Sources

POLITICAL (L)

A pure social climber, the Politcal is totally amoral in his pursuit of power and prestige. The Political is kind only when it suits his needs. The Political’s theory is: “It is better to be feared than to be loved.” To this end he is ruthless and conniving, but he always tries to maintain a calculated dignified appearance.

Time to Acquire: 22 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

POLITICIAN (V)

In the local or national arena, politicians operate in bureaucracies of governments. Socially adept and personable, they try to influence the government to their, and hopefully their constituents, viewpoint.

Time to Acquire: 48 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

POTIONER (L)

The potioner is a magical apothecary. The potioner uses spells to craft potions of healing, magic, and poison. The potioner may enhance normal herbs for general use as tonics and liniments or he may produce drugs that cloud the mind of the imbiber. Like an apothecary, the potioner attempts to draw the essence out ofnatural herbs to capture them in a bottle, but it is a rare potioner who manages by such sciences to create herbal remedies better than the simple animists of the wild.

There will be a few side effects, such as hair loss, abdominal cramping, diarrhea, and dizziness; but this should cure your seizures.

Time to Acquire: 39 months

Starting Money: normal

Stat Gains: None

Professional Qualifier: A total of 6 ranks in Alchemy and Biochemistry [-3 points]

Lifestyle Skill(s): Alchemy

Sources

PROPHET (L)

A deity does not always go through standard channels in order to make his will known. When a deity chooses a spokesman from outside of the church it is generally because the church no longer listens to their deity as they should. People tend to scoff at prophets, thinking them mad. Clergy tend to frown on such unorthodox approaches to religion and may even persecute a prophet for heresy. A prophet finds little relief until his message gains acceptance or is proven true. For this reason, a deity only chooses followers of great faith and virtue for such a calling.

Time to Acquire: 98 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

PROTECTOR (L)

Channeling Companion

Protectors are holy warriors that are sent into the world by their church with the specific mission of protecting people from one specific sort of creature (Demons, Elementals, etc.). They will hunt this type of creature down with a fanatical zeal, and stop at nothing to see these creatures erased form the land.

Demons? You'd better let me handle this.

Time to Acquire: 95 months

Starting Money: normal

Special
Category or Skill

Stat Gains: Strength

Professional Qualifier: none

Lifestyle Skills: none

Cost by Profession
Sources

PROTEGE (L)

The sole or star pupil of a learned spell user, the Protege gains deep knowledge of a chosen area of magic, and a thorough understanding of the magical arts. Days spent in learning are repaid later with services rendered in assisting the mentor in his research and goals. Even if student surpasses master, or later rejects the ideals espoused by the mentor to follow another path, this long nurturing will shape and mold the Protege's world-view and lifestyle for the rest ofhis career.

When I first met master Grimaud and his pupil, ! thought the boy was his son, or perhaps his younger brother; I would have guessed them twins if their ages had been commensurate. They wore the same style gown, cut their hair the same way, walked the same, spoke the same, held the same opinions, and even cast their spells in the same signal manner. I would have laughed (I assure you, I almost did) but the boy showed such formidable apprehension of his master's art as to be truly remarkable. He is truly gifted. The boy will prove another Grimaud before you know it. With luck he might even improve upon the original....

Time to Acquire: 105 months

Starting Money: normal

Stat Gains: realm stat

Professional Qualifier: none

Sources

ROMANTIC (L)

The art of seduction is a way of life to some individuals. A sweet phrase here, a gallant flourish there, the Romantic always makes the most of every situation. A Romantic may be overly competitive, overly optimistic, or just overly happy. In any event, the Romantic seeks to be the center of attention, especially with the opposite sex.

Time to Acquire: 74 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

RUNEMASTER (L)

The intricacies of magical symbology intrigue the Runemaster, driving him to delve deeper into their secrets. He is seldom without a parchment nearby.

Nakkar’s hand, white knuckled, gripped the stylus as he pressed the last few strokes of the fire-rune into the clay. As the nib came free of the tablet, the final runic element formed, the had gripping it instinctively came up to cover his eyes.
A moment later, a bright flash of light signaled the activation of the rune. Nakkar reached out to his penstand for a blotter to cover the arcane sigil; it would do him no good to activate it before he had a chance to put it into place. Soon enough he would know who was stealing the turnips from his garden.

Time to Acquire: 120 months

Starting Money: normal

Stat Gains: Memory, Empathy

Professional Qualifier: At least 4 ranks in the Rune Mastery spell list, and at least 5 ranks in the Read Runes skill, and at least 3 ranks in Symbol Lore, and a total of at least 25 ranks in written languaes..

Lifestyle Skills: The Read Runes skill is designated as a lifestyle skill.

Sources

SAGE (L)

The Sage is the consummate scholar, with an unparalleled enthusiasm for learning, who acquires and assimilates knowledge from many sources, and can, by dint of special training, discern much from a simple examination of an object, whether it be commonplace or magical. Many Sages dedicate their lives to the preservation of knowledge, and will be found copying manuscripts in libraries or recording scraps of knowledge for posterity in their journals..

What? Speak up! ... Oh. sage. Yes that's me. Come in! I thought you said page. I was going to box you on the ear if you told me to run an errand. I'm too old for that sort of thing....

Time to Acquire: 171 months

Starting Money: normal

Stat Gains: Memory

Professional Qualifier: none

Sources

SAILOR (V)

A sailor rarely travels inland; preferring to feel the spray of the ocean on his face. He is perfectly at home on the water (though he might spend a bit of time in the taverns on the docks).

Time to Acquire: 28 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

SCHOOL MASTER (V)

The school master is a character who has spent many years learning a specific martial arts style. Mis training involved long hours of practice and conditioning, but now the character is an acknowledged master of his given martial arts style.

"I am Master Kim of the Water Flowing School. My school teaches its students to use the energy of their attackers against them. Our teachings allow our students to gain inner calm and tranquility."

Time to Aquire: 39 months

Starting Money: normal

Stat Gains: None

Professional Qualifier: None

Lifestyle Skill(s): None

Sources

SCIENTIST (L)

White lab coats, mazes of glass tubing connecting beakers of bubbling, colored liquids and sparking electrodes were the typical perceptions of the scientist in the 1930s. While real scientists rarely had labs that resembled Dr. Frankenstein’s, they were making significant gains in the various sciences without them. Technology was growing quickly and its effect on the general public was profound. Devices like the telephone, aerosol cans, radio, pressurized airplanes and other inventions changed the world. Famous names in the scientific ranks include: Albert Einstein, Hans Zarkov, Enrico Fermi, Clark Savage, Jr., Andrew Blodgett Mayfair, Thomas J. Roberts, William Harper Littlejohn, and Thomas Edison.

Quote: “They called me mad, but I’ll show them. Soon my experiment will be finished and then vengeance will be mine!”

Time to Acquire: 141 months

Starting Money: normal

Stat Gains: Memory and Reasoning

Professional Qualifier: At least 1 skill in the Science/Analytic group at 2 ranks. [-4 points]

Sources

SCOUT (V)

Scouts can find employment in a variety of settings. Their general duties include travelling in front of a group for the purposes of finding hazards and/or dangers for the rest of the group to avoid.

Time to Acquire: 33 months

Starting Money: normal + d10 (open-ended)

Stat Gains: none

Professional Qualifier: none

Sources

SECRET SOCIETY MEMBER (V)

The secret society member is a character who has been pulled from other walks of life and introduced to a secret movement. The current government does not support the movement's goals and thus the movement must keep a low profile. Members are taught how to fight and defend themselves for the time when the movement will come out of hiding and accomplish its goals.

"The Red Flag Society is dedicated to freeing the oppressed and overthrowing this corrupt regime. Join with us, I know you are a true patriot."

Time to Aquire: 22 months

Starting Money: normal

Stat Gains: None

Professional Qualifier: None

Lifestyle Skill(s): None

Sources

SERVITOR (V)

Servitors are lower class nobles or higher class commoners who serve in a lord’s castle. A servitor could be anything from a page to a lady-in-waiting. Servitors receive very little compensation for their duties, but they gain great respect out of their close familiarity with the ruling class. In many ways the job of the Servitor can be boiled down to being paid to provide companionship. For this reason they are especially adept at being sociable and agreeable, because they have few other skills.

Time to Acquire: 41 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

SHAMAN PRIEST (L)

In tribal communities, there are seldom organized churches. Instead, the groups often lead by a single religious leader. This leader will often use animal totems and other forces of nature to assist him in his duties.

Time to Acquire: 69 months

Starting Money: normal

Stat Gains: Intuition, Presence

Professional Qualifier: none

Sources

SIEGE ENGINEER (V)

The Siege Engineer specializes in the destruction and reduction of castle defenses. Siege Engineers can organize military operations relating to sapping castle walls, building siege engines, and employing siege engines.

Time to Acquire: 29 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

SOLDIER (V)

In almost every culture there is a professional warrior; whose job is to protect the peoples of that culture. If a promotion is gained (in the Special section), the character has been promoted in the ranks (more promotions equate to higher ranks).

Time to Acquire: 26 months

Starting Money: normal + d10 (open-ended)

Stat Gains: none

Professional Qualifier: none

Sources

SPECIAL FORCES OPERATIVE (L)

This package represents persons who plan, organize, operate and carry-out high-risk black ops for the military. This class is dedicated, loyal, and will follow their orders, sometimes to their own demise.

Time to Acquire: 116 months

Starting Money: normal

Stat Gains: choice of Constitution or Strength

Professional Qualifier: A total of 15 ranks in skills from the following groups: Athletic, Awareness, Subterfuge, and/or Weapon.

Sources

SPELL RESEARCHER (V)

A spell researcher is constantly drawn to the boundaries of known magic. The researcher seeks to understand why magic works, and looks for new ways to make it work. Whether he studies the varying theories of the realms of magic or its more practical applications, the researcher seeks to add to the growing stores of magical knowledge, often without regard to the effect their findings may have on the world around them.

Eureka! I've created an invisible fire wall! And they laughed at me at the academy!

Time to Acquire: 114 months

Starting Money: normal

Stat Gains: None

Professional Qualifier: A total of 20 ranks in skills in the Lore group [-5 points]

Lifestyle Skill(s): Research

Sources

SPELL STUDENT (V)

A spell student is taught the lessons of magic by a collegium or school of magic. Students learn magic from a number of different masters in classroom settings as well as independently in the college's library. Students have exposure to a tremendous variety of spell lists and magic theories, which often makes them the most educated of spell casters. Of course, students also tend to lack practical "real world" experience, having spent so much time cloistered in their studies. Students may either learn spells to assist them in city life or less often spells to assist in practicing abroad.

Are we going to be tested on this?

Time to Acquire: 105 months

Starting Money: normal

Stat Gains: None

Professional Qualifier: Total temporary stats for Memory and Reasoning of 180 or greater [-5 points]

Lifestyle Skill(s): None

Sources

SPORTSMAN (L)

The Sportsman is the professional athlete, from amateur status, Olympic participants, to world-class contenders, such as a Heavyweight World-Champion, to a player on a professional sports team such as baseball or football. Sportsmen spend much of their careers in physical training and practice of their chosen sport. They are often noted personalities, and many have become household names. Famous Sportsmen might include: Babe Ruth, Ty Cobb, Lou Gehrig (baseball); Jesse Owens (track & field); Johnny Weissmuller (swimming); Sonja Henie (figure skating); Jack Dempsey, Joe Louis (boxing); Red Grange (football); Ben Hogan (golf).

Quote: “I coulda’ been a contenda’!”

Time to Acquire: 112 months

Starting Money: normal plus d100 (open-ended)

Stat Gains: Strength, Constitution, or Agility

Professional Qualifier: At least 1 skill in the Athletic group at 2 ranks. [-3 points]

Sources

SPY (V)

A spy is a person who makes it his job to infiltrate enemy positions, gather information, and return that information to his people.

Time to Acquire: 44 months

Starting Money: normal + d10 (open-ended)

Stat Gains: none

Professional Qualifier: none

Sources

STUDENT (V)

This package attempts to simulate higher education; B.A., M.S., etc. These degree levels are for academic or science skills, but not for more intense science/vocational skills, i.e. medical or engineering degrees. This is for a person who wants the educational experience of college.

Time to Acquire: 41 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

TEMPLAR (L)

Channeling Companion

The Templars are holy warriors that defend temples and other holy ground. Often without any magic of their own, they nevertheless will give their lives for the cause. At a moment's notice, they are willing to drop everything and join a crusade for the faith.

None shall pass!

Time to Acquire: 94 months

Starting Money: normal

Special
Category or Skill

Stat Gains: Strength

Professional Qualifier: none

Lifestyle Skills: none

Cost by Profession
Sources

TEMPLE MONK (V)

The temple monk is a character who has spent most of his life in the sheltered walls of a temple learning both his religious doctrines and his martial arts skills. The temple monk is often surprised by the corruption in the material world, but he is not defenseless thanks to his extensive training. A temple monk strives to renounce the material world and pursue only his spiritual development.

"Through strife and struggle, we gain knowledge and wisdom. I would be honored to test my skills against you. May my brothers give me guidance and strength."

Time to Aquire: 169 months

Starting Money: normal

Stat Gains: Self Discipline

Professional Qualifier: None

Lifestyle Skill(s): Two Martial Arts Styles skills from the Martial Arts Combat Maneuvers skill category may be chosen as Lifestyle skills.

Sources

TERRORIST (V)

Terrorists use coercion to promote a belief system or a set of goals. This usually translates into the use of violence, or the threat of violence, to advance their cause, but not always. The destruction of property combined with vandalism, usually found with animal rights activists, is another form of terrorism on the rise.

Time to Acquire: 27 months

Starting Money: Normal +d10 (open-ended)

Stat Gains: none

Professional Qualifier: none

Sources

THEOLOGIAN (L)

A Theologian has a particular belief, but usually knows something about some other religion’s beliefs. This could be anyone from the Catholic priest taking confession to the Jewish Rabbi counseling his followers. Theologians sometimes are instructors in universities throughout the world, such as the Catholic Society of Jesuits.

Time to Acquire: 100 months

Starting Money: normal

Stat Gains: Presence and Memory

Professional Qualifier: none

Sources

THEURGIST (L)

Channeling Companion

A Theurgist is the battlefield medic of religious troops. They normally travel with the regular troops and are sometimes even part of them. Many standing religious armies have at least two or three of these "miracle workers" within their ranks, sometimes with as many as one per unit. They are the fighting healers, using their talents out on the battlefield to help those who would otherwise not survive the trip to the infirmary.

The wounded men! Do not retreat without bringing one of the wounded with you!

Time to Acquire: 116 months

Starting Money: normal

Special
Category or Skill

Stat Gains: Constitution and Intuition

Professional Qualifier: none

Lifestyle Skills: First Aid

Cost by Profession
Sources

TRAVELLER (V)

The traveller is simply that, a traveller. He is somewhat knowledgeable about his local region and knows the basics of the outdoors.

Time to Acquire: 18 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

TROUBADOUR (L)

The Troubadour is a wandering minstrel who brings tales of wonder, gossip, and news to otherwise isolated towns, farmsteads, and castles. The Troubadour can expect good food and shelter if he tells a good tale even in the humblest of homes. A Troubadour is more than just a performer. The Troubadour is a professional traveller, entertainer, and gossip. The Troubadour lives his life in search of excitement, adventure, and a warm crowd to whom he can relate his tales.

Time to Acquire: 132 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

UNDERCOVER AGENT (V)

Undercover Agents have a very dangerous job; they must cover their identity with either someone else’s or a fictitious one without ever forgetting that they are a law enforcement officer. There is only one rule when going under: never, ever blow your cover. This takes a lot of self-control and even more insane courage.

Time to Acquire: 59 months

Starting Money: normal

Stat Gains: none

Professional Qualifier: none

Sources

VIZIER (L)

Viziers serve royal patrons as advisors on affairs of state and magic. A Vizier divines the future, investigates magical affairs, and generally advises his lord in affairs of state. In return, a Vizier expects good pay, status, and the luxury of private research. Viziers often find it difficult not to abuse their dual status as magician and advisor. Of course, as long as the lord is satisfied, who will speak against them?

Time to Acquire: 113 months

Starting Money: normal + d10 (open-ended)

Stat Gains: none

Professional Qualifier: none

Sources

WANDERER (L)

The wanderer is similar to a traveller, except he has no “home” region. He has forsaken any roots and chooses instead to wander the world.

Time to Acquire: 95 months

Starting Money: normal

Stat Gains: Constitution

Professional Qualifier: none

Sources

WANDERING MONK (L)

The wandering monk is a character who has spent some time in training at the temples of the region, but later decided that true wisdom is to be found by interacting with the people. In the course of his travels, the wandering monk learns the need for a strong defense and gains a better understanding of human nature.

"True knowledge is gained through experience in the outer world and not through solitude and meditation."

Time to Aquire: 78 months

Starting Money: normal

Stat Gains: None

Professional Qualifier: None

Lifestyle Skill(s): None

Sources

WARLOCK (L)

Where subtle machinations would fail, the overt power of magic will prevail. The Warlock seeks to control those around him with magic.

Daloch Zar wheeled about suddenly, turning to face the council one final time. As his clenched fist rose from his hip to his shoulder, elbow locked, black fire began to coalesce about the knuckles. The arrogant smirk wiped from his face, Praelector Evan started for behind his chair.
As the fire arced towards him, he knew that he would never make it.

Time to Acquire: 76 months

Starting Money: normal

Stat Gains: Empathy

Professional Qualifier: At least 4 ranks in any Spell Mastery skills and at least 3 ranks in any one Direct Spells skill.

Sources

WARRIOR-PRIEST (L)

The warrior-priest is a character who has studied at a militant temple to serve in the enforcement arm of the temple. The warrior-priest believes that he has been called to defend his religion and the goals it professes.

"The prophet said to lead a man to enlightenment; a teacher needs the classic works, the writings of the scholars, and a strong arm. I am the arm that leads souls to enlightenment."

Time to Aquire: 107 months

Starting Money: normal

Stat Gains: None

Professional Qualifier: None

Lifestyle Skill(s): None

Sources

WEAPON MASTER (L)

A weapon master has made a life out of studying and perfecting the use of weapons. However, he seldom has learned much beyond the use of weapons.

Time to Acquire: 95 months

Starting Money: normal

Stat Gains: Strength, Agility

Professional Qualifier: none

Sources

WEAPON MASTER REVISED (L)

The weapon master is a character who has dedicated his life to mastering the use of his weapon. He desires to be the most skilled practitioner of his chosen weapon in the world.

Note: This is revised from the RMSR version.
"I have studied the art of the sword far 30 years. My swordplay is without comparison. I will not accept your challenge because I will not fight a boy who only thinks he is a man."

Time to Aquire: 116 months

Starting Money: normal

Stat Gains: Strength, Agility

Professional Qualifier: None

Lifestyle Skill(s): One Weapon Style skill from the Combat Maneuvers skill category may be selected as a Lifestyle skill.

Sources

WITCH (L)

Channelign Companion

A Witch is a Channeler that usually stays away from civilized society as a recluse that only leaves his or her home with definite goals in mind. A Witch often has a Demon as his Channeling source of power. Witches are in contact with Demons or other supernatural creatures often, for their own hidden and questionable purposes.

Let them scorn and scoff. I will tum their precious homeland into a swamp and a wasteland.

Time to Acquire: 162 months

Starting Money: normal

Special
Category or Skill

Stat Gains: Empathy

Professional Qualifier: none

Lifestyle Skills: none

Cost by Profession
Sources

ZEALOT (L)

A zealot is a fanatic for a religion. They are generally enthusiastic, but not necessarily aggressive.

Time to Acquire: 73 months

Starting Money: normal

Stat Gains: Intuition

Professional Qualifier: none

Sources