My inclination is to not give each profession any special rules, bonuses or penalties. Although I remember and enjoyed 2nd Ed AD&D kits, I want to keep this game as simple as I can.
Fighter
- Infantry - the fighter has been trained to fight on foot in the melee.
- Archer - the fighter is practiced with the bow, or crossbow.
- Cavalry - the fighter knows about fighting from horseback and looking after his steed
- Engineer - the fighter knows about both building and knocking down structures and fortifications.
- Gladiator - the fighter fights to entertain crowds, either for a fee or he has been enslaved.
- Bodyguard - the fighter's job is to protect another, vulnerable and important person
- Trader - the fighter has an understanding of buying and selling goods for profit and heads into dangerous areas to trade
- Explorer - the fighter frequently sets off far away from civilization to find new resources, new peoples and new territories
- Militiaman - the fighter has a day job such as woodcutter, blacksmith or stockman, but can pick up weapons and armour when danger arises.
- Outlaw - the fighter is effectively a bandit, pirate or highwayman, making his living robbing anyone weaker than him.
- Squire - the fighter is of noble birth, and although not yet formally knighted, he still trains with lance, warhorse and heavy armour
- Barbarian - the fighter is not native to civilization, though he may get used to it. He understands living and fighting in his wild homeland.
Magic-User
- Scholar - The magic-user comes from an academic institute, and is familiar with libraries and logical debate
- Innate Sorcerer - the magic-user has had no formal training but magic seems to flow in his veins.
- Consultant Mage - the magic-user uses his knowledge to help and inform others about magic, for a small fee
- Cult Mage - the magic-user is allied to a secretive sect, and may gain his powers from a dark source
- Building Mage - The magic-user has powerful spells such as Wall of Stone, Stoneshape, Move Earth and Disintegrate which he uses for construction.
- Military Mage - The magic-user is used to working along side large numbers of soldiers and using spells on the battlefield
- Mentalist - the magic-user uses enchantments such as Charm Person and ESP to get inside others' heads, either for criminal or investigative purposes.
- Arcane Shadow - The magic-user uses spells such as Invisibility, Knock, Fly and Clairvoyance to sneak around like a thief for stealing or spying
- Witch-Doctor - the magic-user is from a primitive society where his powers are held in awe and fear.
- Hedge Wizard - The magic-user lives in a small village or out in the countryside, and may help villagers and peasants with minor magics
- Diplomatic Mage - The magic-user has a good charisma as well as intelligence, and his spells, though kept covert, are useful for influencing people.
Thief
- Spy - the thief uses his talents to gather information, either for a particular cause, or for the highest bidder
- Smuggler - the thief is skilled at handling and moving items that authorities want to seize or destroy.
- Burglar - the thief breaks into buildings using stealth and agility, usually to steal valuables.
- Street Thug - the thief doesn't mind using muscle and intimidation to get what he wants.
- Assassin - the thief is a killer for hire, who prefers to use stealth and subtlety to get close to his victim.
- Con-Man - the thief talks his way into getting people to hand over their money or other valuables to him before they realise their mistake
- Trap-Master - the thief is an expert at setting, detecting and removing traps and may be hired to secure an area with traps or to disarm it.
- Scout - the thief works outdoors, either scouting ahead of a body of troops or patrolling an area for enemies or unusual changes.
- Tomb-Robber - this thief steals from the dead, which should be easier than stealing from the living but often isn't. Traps, undead and vermin are common problems.
- Entertainer - the thief uses a combination of acrobatics, juggling and sleight-of-hand to entertain people.
- Fence - the thief is ostensibly a merchant, but he is quite happy to buy and sell stolen goods.
- Missionary - the cleric is sponsored by his church to go into new areas (possibly dangerous ones) and convert the heathen where possible, establishing new congregations
- Military Chaplain - the cleric is attached to a military unit and is expected to give spiritual and moral support, as well as healing and other helpful spells.
- Hospitaller - the cleric works to help and heal people, regardless of their faith. The hospitaller may have an established place or wander around.
- Vicar - The cleric looks after a community in both spiritual matters and in healing and other spells. Depending on his importance, this may be a village, town or city
- Cultist - The cleric works hidden from authority and may well be a wanted criminal. The cultist may gather followers around him to establish a power-base
- Cleric-for-hire - the cleric may have ideals and principles, but these do not stop him from finding employment with whoever pays well.
- Inquisitor - the cleric is authorised by his religion to seek out enemies of the faith within the church. This may expand to other crimes and wrong-doings.
- Crusader - This cleric leads the fight against enemies of the church. The crusader will be more proactive than the chaplain and less subtle than the inquisitor
- Ghostslayer - the cleric specialises in hunting down and destroying the undead, probably with his turn undead ability.
- Guardian - the cleric is tasked with using his strength and powers to protect an important place such as a shrine, tomb or monastery
- Vocational Cleric - the cleric looks after and advises those whose work is part of his deity's domains, such as a cleric of Nemesis helping gravediggers, or a cleric of Vought helping sailors and fishermen.
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