Advanced Careers
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Advanced Careers
Advanced Careers
These are careers which offer more advances than the Basic careers. However, you may only enter them through your advance scheme; you may not pay 200xp to enter them as you might a Basic career.
Catechist
WS: -
BS: -
S: +5%
T: +5%
Ag: +10%
Int: +20%
WP: +15%
Fel: +10%
A: -
W: +4
Mag: -
Skills: Academic Knowledge (any one), Academic Knowledge (Theology), Common Knowledge (any two), Read/Write, Speak Language (any one), Speak Language (Classical)
Talents: Public Speaking
Trappings: Prayer Book, Writing Kit
Exits: Anointed Priest, Priest, Friar, Scholar, Scribe, Student, Zealot
Engineer
WS: +10%
BS: +15%
S: +5%
T: +5%
Ag: +10%
Int: +20%
WP: +10%
Fel: -
A: -
W: +4
Mag: -
Skills: Academic Knowledge (Engineering), Academic Knowledge (Science), Common Knowledge (Dwarfs or Tilea), Drive or Ride, Perception, Read/Write, Speak Language (Khazalid or Tilean), Trade (Gunsmith)
Talents: Master Gunner, Specialist Weapons Group (Engineer or Gunpowder)
Trappings: Leather jack, Engineer's kit, 6 spikes
Exits: Artisan, Explorer, Guild Master, Pistolier, Smuggler
Friar
WS: +10%
BS: -
S: +5%
T: +10%
Ag: -
Int: +15%
WP: +15%
Fel: +15%
A: -
W: +4
Mag: -
Skills: Academic Knowledge (Theology), Animal Care, Common Knowledge (any one), Heal, Outdoor Survival, Perception, Speak Language (Breton, Estalian, Kislevian or Tilean), Speak Language (Classical), Speak Language (Reikspiel)
Talents: Seasoned Traveller
Trappings: Healing Draught, Religious Symbol, Religious Relic, Robes
Exits: Catechist, Demagogue, Flagellant, Monk, Prelate, Priest, Scholar
Highwayman
WS: +20%
BS: +20%
S: +10%
T: +10%
Ag; +30%
Int: +20%
WP: +15%
Fel: +25%
A: +1
W: +4
M: -
Skills: Animal Care, Animal Training, Charm, Common Knowledge (The Empire), Evaluate, Gossip, Ride, Silent Move
Talents: Ambidextrous, Etiquette, Master Gunner, Mighty Shot, Sharpshooter, Specialist Weapon Group (Fencing), Specialist Weapon Group (Gunpowder), Swaeshbuckler, Trick Riding
Trappings: Pair of Pistols with ammunition and powder for 20 shots, Noble's gardb, hood or mask, horse with saddle and harness.
Exits: Agitator, Duellist, Master Thief, Outlaw Chief, Sergeant
Innkeeper
WS: +10%
BS: +5%
S: +5%
T: +10%
Ag: +20%
Int: +10%
WP: +10%
Fel: +20%
A: -
W: +4
Mag: -
Skills: Blather or Lip Reading, Charm, Common Knowledge (The Empire) Consume Alcohol, Evaluate, Gossip, Haggle, Perception, Read/Write or Sleight of Hand, Speak Language (Breton, Kislevian, Reikspiel or Tilean), Trade (Cook)
Talents: Etiquette or Streetwise, Dealmaker or Street Fighting, Strike to Stun
Trappings: Inn, one or more servants
Exits: Burgher, Fence, Merchant, Outlaw, Smuggler
Knight of the Realm
WS: +25%
BS: -
S: +15%
T: +15%
Ag: +15%
Int: -
WP: +10%
Fel: +15%
A: +1
W: +4
Mag: -
Skills: Academic Knowledge (Genealogy/Heraldry OR Religion), Academic Knowledge (Strategy/Tactics), Command, Dodge Blow, Perception, Ride, Secret Tongue (Battle Tongue), Speak Language (any two)
Talents: Specialist Weapon Group (Cavalry), Specialist Weapon Group (Two-handed), Strike Mighty Blow, Virtue of Knighthood (any one)
Trappings: Lance, Full Plate Armour, Shield, Icon of the Lady, Destrier with saddle and harness, knighthood.
Exits: Captain, Courtier, Explorer, Faceless, Noble Lord, Politician, Questing Knight
Note: Characters who are not male Bretonnian nobles must pretend to be so in order to enter this career.
Monk
WS: +5
BS: -
S: +5%
T: +5%
Ag: +10%
Int: +25%
WP: +15%
Fel: +15%
A: -
W: +4
Mag: -
Skills: Academic Knowledge (any two), Academic Knowledge (THeology, Animal Care, Arcane Language (Magick), Common Knowledge (any two), Heal, Perception, Read/Write, Speak Language (any two), Speak Language (Classical)
Talents: Linguistics
Trappings: Prayer Book, Religious Symbol, Robes, Writing Kit
Exits: Abbot, Demagogue, Friar, Physician, Priest, Scholar, Steward, Zealot
Physician
WS:
BS:
S: +10%
T: +10%
Ag: +15%
Int: +30%
WP: +20%
Fel: +15%
A: -
W: +4
Mag:
Skills: Academic Knowledge (Science), Heal, Gossip, Perception, Prepare Poison, Read/Write, Speak Language (Classical), Trade (Apothecary)
Talents: Resistance to Disease, Strike to Stun, Surgery
Trappings: 4 Healing draughts, Trade Tools (Medical Instruments)
Exits: Friar, Guild Master, Scholar, Spy
Politician
WS: +5%
BS: +5%
S: +5%
T: +10%
Ag: -
Int: +20%
WP: +10%
Fel: +20%
A: -
W: +4
Mag: -
Skills: Academic Knowledge (History or Genealogy/Heraldry), Academic Knowledge (Law), Blather, Charm, Command, Common Knowledge (The Empire), Evaluate, Gossip, Haggle, Perception, Performer (Actor), Read/Write, Speak Language (Reikspiel)
Talents: Dealmaker or Schemer, Etiquette or Streetwise, Master Orator, Public Speaking
Trappings: Best Craftsmanship Hand Weapon, Best Craftsmanship Leather Jack, Pamphlets
Exits: Courtier, Crime Lord, Demagogue, Noble Lord, Racketeer, Steward
Questing Knight
WS: +35%
BS: -
S: +20%
T: +20%
Ag: +25%
Int: +10%
WP: +25%
Fel: +25%
A: +1
W: +6
Mag: -
Skills: Academic Knowledge (Genealogy/Heraldry), Academic Knowledge (Religion), Academic Knowledge (Strategy/Tactics), Charm, Command, Common Knowledge (any two), Dodge Blow, Outdoor Survival, Perception, Ride, Secret Language (Battle Tongue), Speak Language (any two)
Talents: Luck, Seasoned Traveller, Specialist Weapon Group (two-handed), Strike Mighty Blow, Strike to Injure, Sturdy, Very Resilient, Very Strong, Virtue of the Quest, Warrior Born
Trappings: Full Plate Armour, Shield, Icon of the Lady, Destrier with saddle and harness
Exits: Captain, Courtier, Explorer, Grail Knight, Faceless, Noble Lord, Politician
Scholar
WS: +5%
BS: +5%
S: +5%
T: +5%
Ag: +10%
Int: +30%
WP: +15%
Fel: +15%
A: -
W: +4
Mag: -
Skills: Academic Knowledge (any three), Common Knowledge (any three), Evaluate or Trade (Cartographer), Perception, Read/Write, Speak Language (any three), Speak Language (Classical)
Talents: Linguistics
Trappings: Writing Kit
Exits: Apprentice Wizard, Explorer, Friar, Merchant, Physician, Steward
Scout
WS: +20%
BS: +20%
S: +10%
T: +10%
Ag; +15%
Int: +20%
WP: +15%
Fel: -
A: +1
W: +6
M: -
Skills: Animal Care, Common Knowledge (any two), Concealment, Dodge Blow, Follow Trail, Navigation, Perception, Ride, Secret Language (Ranger Tongue), Secret Signs (Scout), Silent Move, Speak Language (any two)
Talents: Charm Animal, Mighty Shot or Sure Shot, Orientation, Rapid Reload, Specialist Weapon Group (Crossbow or Longbow)
Trappings: Mail shirt and leather jack, shield, 10 yards of rope, horse with saddle and harness
Exits: Explorer, Outlaw Chief, Sergeant, Vampire Hunter
Sergeant
WS: +20%
BS: +15%
S: +10%
T: +10%
Ag: +10%
Int: +10%
WP: +10%
Fel: +20%
A: +1
W: +4
Mag: -
Skills: Academic Knowledge (Strategy/Tactics), Command, Common Knowledge (any two), Dodge Blow, Gossip, Intimidate, Perception, Ride or Swim, Secret Language (Battle Tongue), Speak Language (Tilean)
Talents: Menacing or Seasoned Traveller, Street Fighter or Wrestling, Strike Mighty Blow, Strike to Stun
Trappings: Full mail armour, shield
Exits: Captain, Duellilst, Judicial Champion, Knight
Spy
WS: +15%
BS: +15%
S: +5%
T: +10%
Ag: +20%
Int: +20%
WP: +35%
Fel: +20%
A: +1
W: +4
Mag: -
Skills: Charm, Common Knowledge (any two), Concealment, Disguise, Gossip, Lip Reading, Performer (Actor), Pick Lock, Shadowing, Sleight of Hand, Secret Language (any one), Silent Move, Speak Language (any three)
Talents: Flee!, Linguistics, Schemer, Suave or Sixth Sense
Trappings: Disguise Kit, 4 Homing Pigeons
Exits: Assassin, Explorer, Master Thief, Racketeer
Targeteer
WS: -
BS: +40%
S: +10%
T: +10%
Ag: +25%
Int: +10%
WP: +20%
Fel: +15%
A: +1
W: +4
Mag: -
Skills: Common Knowledge (The Empire), Gossip, Outdoor Survival, Perception, Search, Sleight of Hand
Talents: Mighty Shot, Rapid Reload, Sharpshooter, Specialist Weapon Group (Longbow), Specialist Weapon Group (Crossbow or Throwing), Sure Shot
Trappings: Longbow or Crossbow with 10 arrows or bolts, Light Armour (leather jack)
Exits: Assassin, Champion, Duellist, Sergeant
Veteran
WS: +20%
BS: +20%
S: +10%
T: +10%
Ag: +15%
Int: -
WP: +15%
Fel: -
A: +1
W: +6
Mag: -
Skills: Common Knowledge (The Empire), Consume Alcohol, Dodge Blow, Gamble, Gossip, Intimidate, Perception, Secret Language (Battle Tongue)
Talents: Mighty Shot or Strike Mighty Blow, Rapid Reload or Strike to Injure, Specialist Weapon Group (any two), Very Resilient or Very Strong
Trappings: Any two weapons, Medium Armour (Full Mail Armour), Bottle of Good Craftsmanship Spirits
Exits: Champion, Judicial Champion, Outlaw Chief, Sergeant, Targeteer
These are careers which offer more advances than the Basic careers. However, you may only enter them through your advance scheme; you may not pay 200xp to enter them as you might a Basic career.
Catechist
WS: -
BS: -
S: +5%
T: +5%
Ag: +10%
Int: +20%
WP: +15%
Fel: +10%
A: -
W: +4
Mag: -
Skills: Academic Knowledge (any one), Academic Knowledge (Theology), Common Knowledge (any two), Read/Write, Speak Language (any one), Speak Language (Classical)
Talents: Public Speaking
Trappings: Prayer Book, Writing Kit
Exits: Anointed Priest, Priest, Friar, Scholar, Scribe, Student, Zealot
Engineer
WS: +10%
BS: +15%
S: +5%
T: +5%
Ag: +10%
Int: +20%
WP: +10%
Fel: -
A: -
W: +4
Mag: -
Skills: Academic Knowledge (Engineering), Academic Knowledge (Science), Common Knowledge (Dwarfs or Tilea), Drive or Ride, Perception, Read/Write, Speak Language (Khazalid or Tilean), Trade (Gunsmith)
Talents: Master Gunner, Specialist Weapons Group (Engineer or Gunpowder)
Trappings: Leather jack, Engineer's kit, 6 spikes
Exits: Artisan, Explorer, Guild Master, Pistolier, Smuggler
Friar
WS: +10%
BS: -
S: +5%
T: +10%
Ag: -
Int: +15%
WP: +15%
Fel: +15%
A: -
W: +4
Mag: -
Skills: Academic Knowledge (Theology), Animal Care, Common Knowledge (any one), Heal, Outdoor Survival, Perception, Speak Language (Breton, Estalian, Kislevian or Tilean), Speak Language (Classical), Speak Language (Reikspiel)
Talents: Seasoned Traveller
Trappings: Healing Draught, Religious Symbol, Religious Relic, Robes
Exits: Catechist, Demagogue, Flagellant, Monk, Prelate, Priest, Scholar
Highwayman
WS: +20%
BS: +20%
S: +10%
T: +10%
Ag; +30%
Int: +20%
WP: +15%
Fel: +25%
A: +1
W: +4
M: -
Skills: Animal Care, Animal Training, Charm, Common Knowledge (The Empire), Evaluate, Gossip, Ride, Silent Move
Talents: Ambidextrous, Etiquette, Master Gunner, Mighty Shot, Sharpshooter, Specialist Weapon Group (Fencing), Specialist Weapon Group (Gunpowder), Swaeshbuckler, Trick Riding
Trappings: Pair of Pistols with ammunition and powder for 20 shots, Noble's gardb, hood or mask, horse with saddle and harness.
Exits: Agitator, Duellist, Master Thief, Outlaw Chief, Sergeant
Innkeeper
WS: +10%
BS: +5%
S: +5%
T: +10%
Ag: +20%
Int: +10%
WP: +10%
Fel: +20%
A: -
W: +4
Mag: -
Skills: Blather or Lip Reading, Charm, Common Knowledge (The Empire) Consume Alcohol, Evaluate, Gossip, Haggle, Perception, Read/Write or Sleight of Hand, Speak Language (Breton, Kislevian, Reikspiel or Tilean), Trade (Cook)
Talents: Etiquette or Streetwise, Dealmaker or Street Fighting, Strike to Stun
Trappings: Inn, one or more servants
Exits: Burgher, Fence, Merchant, Outlaw, Smuggler
Knight of the Realm
WS: +25%
BS: -
S: +15%
T: +15%
Ag: +15%
Int: -
WP: +10%
Fel: +15%
A: +1
W: +4
Mag: -
Skills: Academic Knowledge (Genealogy/Heraldry OR Religion), Academic Knowledge (Strategy/Tactics), Command, Dodge Blow, Perception, Ride, Secret Tongue (Battle Tongue), Speak Language (any two)
Talents: Specialist Weapon Group (Cavalry), Specialist Weapon Group (Two-handed), Strike Mighty Blow, Virtue of Knighthood (any one)
Trappings: Lance, Full Plate Armour, Shield, Icon of the Lady, Destrier with saddle and harness, knighthood.
Exits: Captain, Courtier, Explorer, Faceless, Noble Lord, Politician, Questing Knight
Note: Characters who are not male Bretonnian nobles must pretend to be so in order to enter this career.
Monk
WS: +5
BS: -
S: +5%
T: +5%
Ag: +10%
Int: +25%
WP: +15%
Fel: +15%
A: -
W: +4
Mag: -
Skills: Academic Knowledge (any two), Academic Knowledge (THeology, Animal Care, Arcane Language (Magick), Common Knowledge (any two), Heal, Perception, Read/Write, Speak Language (any two), Speak Language (Classical)
Talents: Linguistics
Trappings: Prayer Book, Religious Symbol, Robes, Writing Kit
Exits: Abbot, Demagogue, Friar, Physician, Priest, Scholar, Steward, Zealot
Physician
WS:
BS:
S: +10%
T: +10%
Ag: +15%
Int: +30%
WP: +20%
Fel: +15%
A: -
W: +4
Mag:
Skills: Academic Knowledge (Science), Heal, Gossip, Perception, Prepare Poison, Read/Write, Speak Language (Classical), Trade (Apothecary)
Talents: Resistance to Disease, Strike to Stun, Surgery
Trappings: 4 Healing draughts, Trade Tools (Medical Instruments)
Exits: Friar, Guild Master, Scholar, Spy
Politician
WS: +5%
BS: +5%
S: +5%
T: +10%
Ag: -
Int: +20%
WP: +10%
Fel: +20%
A: -
W: +4
Mag: -
Skills: Academic Knowledge (History or Genealogy/Heraldry), Academic Knowledge (Law), Blather, Charm, Command, Common Knowledge (The Empire), Evaluate, Gossip, Haggle, Perception, Performer (Actor), Read/Write, Speak Language (Reikspiel)
Talents: Dealmaker or Schemer, Etiquette or Streetwise, Master Orator, Public Speaking
Trappings: Best Craftsmanship Hand Weapon, Best Craftsmanship Leather Jack, Pamphlets
Exits: Courtier, Crime Lord, Demagogue, Noble Lord, Racketeer, Steward
Questing Knight
WS: +35%
BS: -
S: +20%
T: +20%
Ag: +25%
Int: +10%
WP: +25%
Fel: +25%
A: +1
W: +6
Mag: -
Skills: Academic Knowledge (Genealogy/Heraldry), Academic Knowledge (Religion), Academic Knowledge (Strategy/Tactics), Charm, Command, Common Knowledge (any two), Dodge Blow, Outdoor Survival, Perception, Ride, Secret Language (Battle Tongue), Speak Language (any two)
Talents: Luck, Seasoned Traveller, Specialist Weapon Group (two-handed), Strike Mighty Blow, Strike to Injure, Sturdy, Very Resilient, Very Strong, Virtue of the Quest, Warrior Born
Trappings: Full Plate Armour, Shield, Icon of the Lady, Destrier with saddle and harness
Exits: Captain, Courtier, Explorer, Grail Knight, Faceless, Noble Lord, Politician
Scholar
WS: +5%
BS: +5%
S: +5%
T: +5%
Ag: +10%
Int: +30%
WP: +15%
Fel: +15%
A: -
W: +4
Mag: -
Skills: Academic Knowledge (any three), Common Knowledge (any three), Evaluate or Trade (Cartographer), Perception, Read/Write, Speak Language (any three), Speak Language (Classical)
Talents: Linguistics
Trappings: Writing Kit
Exits: Apprentice Wizard, Explorer, Friar, Merchant, Physician, Steward
Scout
WS: +20%
BS: +20%
S: +10%
T: +10%
Ag; +15%
Int: +20%
WP: +15%
Fel: -
A: +1
W: +6
M: -
Skills: Animal Care, Common Knowledge (any two), Concealment, Dodge Blow, Follow Trail, Navigation, Perception, Ride, Secret Language (Ranger Tongue), Secret Signs (Scout), Silent Move, Speak Language (any two)
Talents: Charm Animal, Mighty Shot or Sure Shot, Orientation, Rapid Reload, Specialist Weapon Group (Crossbow or Longbow)
Trappings: Mail shirt and leather jack, shield, 10 yards of rope, horse with saddle and harness
Exits: Explorer, Outlaw Chief, Sergeant, Vampire Hunter
Sergeant
WS: +20%
BS: +15%
S: +10%
T: +10%
Ag: +10%
Int: +10%
WP: +10%
Fel: +20%
A: +1
W: +4
Mag: -
Skills: Academic Knowledge (Strategy/Tactics), Command, Common Knowledge (any two), Dodge Blow, Gossip, Intimidate, Perception, Ride or Swim, Secret Language (Battle Tongue), Speak Language (Tilean)
Talents: Menacing or Seasoned Traveller, Street Fighter or Wrestling, Strike Mighty Blow, Strike to Stun
Trappings: Full mail armour, shield
Exits: Captain, Duellilst, Judicial Champion, Knight
Spy
WS: +15%
BS: +15%
S: +5%
T: +10%
Ag: +20%
Int: +20%
WP: +35%
Fel: +20%
A: +1
W: +4
Mag: -
Skills: Charm, Common Knowledge (any two), Concealment, Disguise, Gossip, Lip Reading, Performer (Actor), Pick Lock, Shadowing, Sleight of Hand, Secret Language (any one), Silent Move, Speak Language (any three)
Talents: Flee!, Linguistics, Schemer, Suave or Sixth Sense
Trappings: Disguise Kit, 4 Homing Pigeons
Exits: Assassin, Explorer, Master Thief, Racketeer
Targeteer
WS: -
BS: +40%
S: +10%
T: +10%
Ag: +25%
Int: +10%
WP: +20%
Fel: +15%
A: +1
W: +4
Mag: -
Skills: Common Knowledge (The Empire), Gossip, Outdoor Survival, Perception, Search, Sleight of Hand
Talents: Mighty Shot, Rapid Reload, Sharpshooter, Specialist Weapon Group (Longbow), Specialist Weapon Group (Crossbow or Throwing), Sure Shot
Trappings: Longbow or Crossbow with 10 arrows or bolts, Light Armour (leather jack)
Exits: Assassin, Champion, Duellist, Sergeant
Veteran
WS: +20%
BS: +20%
S: +10%
T: +10%
Ag: +15%
Int: -
WP: +15%
Fel: -
A: +1
W: +6
Mag: -
Skills: Common Knowledge (The Empire), Consume Alcohol, Dodge Blow, Gamble, Gossip, Intimidate, Perception, Secret Language (Battle Tongue)
Talents: Mighty Shot or Strike Mighty Blow, Rapid Reload or Strike to Injure, Specialist Weapon Group (any two), Very Resilient or Very Strong
Trappings: Any two weapons, Medium Armour (Full Mail Armour), Bottle of Good Craftsmanship Spirits
Exits: Champion, Judicial Champion, Outlaw Chief, Sergeant, Targeteer
Last edited by Deuce on Sat Aug 01, 2009 5:42 am; edited 4 times in total

Deuce- Member

Re: Advanced Careers
I have two Game Masters totally capable of moving the topic to the right location but yet neither of you have...
Thread moved.
Thread moved.

J.Blaze- Administrator
Re: Advanced Careers
Work in progress! At some point I'll have up all the available exits for everyone's current careers (some of them are Basic Careers, which I'll put in the other thread). That might take a while, though, as there are quite a few of them, and I doubt anyone'll be changing career soon, but it might give you an idea of what you're heading for (and therefore which trappings you want to get your hands on).

Deuce- Member

Re: Advanced Careers
At some point, probably Monday. I've so far been focussing on the careers that people can enter from their current careers, but if anyone else has any requests for third careers I'll get those up soonish.

Deuce- Member

Re: Advanced Careers
Um...
There seem to be two knights of the realm. This would't be a problem, except that their different...
There seem to be two knights of the realm. This would't be a problem, except that their different...

Betrayer- Member

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