Adventurer

You live for the thrill of adventure. You are likely to become famous for discovering some ancient ruin or some long lost artifact.

Profession: Adventurer
Starting Gear: Leather Cuirass, Steel Dagger, Regional Map, 10 feet of rope, hiker's backpack
Pay Rate: N/A

Gen Dice: 

  • Vitality: (Initial) 1d12  (Secondary) 1d6
  • Soul: (Initial)  1d12  (Secondary)  1d6
  • Power: (Initial) 1d12  (Secondary)  1d6

Weapon & Armor Types: 

  • Can only use one-handed weapons, but can be any one-handed weapon
  • Whips do 25% more damage
  • Can only wear light armor

The Adventurer Profession is all about adventuring. They are the treasure hunters and ruin seekers, forever looking for the next great find. As adventurers, they have had to develop strong abilities in navigating the perils of ancient ruins.

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1) Effects on Weapon Usage

  • Can only use one-handed weapons, but can be any one-handed weapon
  • Whips do 25% more damage
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2) Effects on Armor Usage

Can only wear light armor.

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3) Profession Level Progression

Adventurer's are basically archaeologists. They like quests and exploring things, especially ancient ruins. Therefore, they focus on skills that help them explore and learn more about these places.

All characters get the following by leveling up regardless of profession:

  • Each level up you get your secondary gen dice rolls for Vitality, Soul, and Power.
  • Each level up you get 1d4 stat points
  • Each level up you get 1d6 trait points
  • You can acquire 1 skill of choice in or out of profession.
  • At level 1 you have an initial 1d6 trait points that you can assign as desired
  • Your profession will also provide bonuses when you level up
  • You can start with 1 spell, and gain a new spell on every odd number level whether you are a runic mage or not.

Adventurers gain the following through leveling up every other level:

LevelBonuses
2+1d4 to Intellect; 2 skills, 1 ability
4+1d4 to Speed and Fortitude; +1d4 trait points; +1 skill and ability
6+1d4 Power; +1d6 to Strength traits; +1d4 to Fortitude Traits; +2 skills and 1 ability
8+1d8 trait points; +1d4 Vitality and Soul; +1d4 skills; +1 ability
10+1d10 Stat Points; +1d6 trait points; +1d4 skills; +1d4 abilities
12+1 to all Intellect traits; +2 skills; +1 ability
14+1 to all Charisma traits; +1 skill; +2 abilities
16+1 to all Speed traits; +1d4 skills; +1 ability
18+1d8 Intellect; +1d4 Fortitude; +1d6 trait points; +1d4 skills; +1 ability
20+1 to all Speed traits; 1d4 abilities
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4) Skills

An adventurer needs to have a wide assortment of skills.

4.1) Adventurer Skill Progression 

4.2) Adventurer Skills

Skill Stat Cost Range & Area Duration Check Roll Effects Requirements
Acrobatic Empowerment N/A self 1 day Easy Acrobatics

You can empower your acrobatics by 1d4.

N/A

Appraisal N/A 1 item instant Easy Perceive

You can determine something's worth by sight

N/A

Athletic Empowerment N/A self 1 day Normal Athletics

You can empower your Athletics by 1d4.

Acrobatic Empowerment

Brace Empowerment N/A self 1 day Hard Brace

You can empower your Brace by 1d4.

Athletic Empowerment

Carry 1 Power self 1 hour Normal Athletics

Increase weight limit by 50% for 1 hour.

N/A

Combat Empowerment N/A self 1d4 rounds Easy Athletics

+1 to Athletics, React, and +1d4 to Offensive Power and Bow Power.

N/A

Defense Empowerment N/A self 1d4 rounds Easy Defense

+1 to Immunity, Endure, and Defense traits

N/A

Diagnose 2 Soul 1 person nearby that you can plainly see instant Normal Medicine

This skill allows you to determine the status condition another is experiencing and all of its effects and treatments.

N/A

Disarm Magic Trap 4 Soul 1 trapped area near you instant Normal Arcana

You can safely disarm most magical traps. Penalties apply depending upon the complexity of the trap.

Disarm Trap

Disarm Traps 2 Soul 1 trapped area near you instant Easy Luck

You can safely disarm most normal traps.

N/A

Distraction 1 Soul any within a 3x3 space area instant Normal Perform +1

Targets in affected area must make normal focus check to not lose concentration, or their spells they are casting will fail to cast. 

N/A

Energy Trade traded stat self and 1 ally next to you instant Normal Focus

You can trade either Vitality, Power, or Soul with an ally for either Vitality, Power, or Soul as long as it is not the same stat. You trade at a 1 to 1 rate. Therefore you could trade 4 Power for 4 Soul and so forth.

Trade

First Aide 2 Soul 1 person in touching range instant Normal Medicine

This skill allows you to easily treat wounds, splint broken bones, and heal 1d6 + Medicine worth of Vitality.

N/A

Focus Empowerment N/A self 1 day Easy Focus

You can empower your Focus by 1d4.

N/A

Identification N/A 1 item instant Normal Perceive

You can identify what something is and all of its attributes. You won't be able to know of any magic or curses involved however.

Appraisal

Increased Spoils N/A self instant Normal Luck

You can increase any gained experience points by a percentage. The percentage is decided by a roll of 1d%. The number rolled shows the percentage increase. Therefore if you roll a 02, you will increase your experience by 2%, a 56 is an increase of 50%, and a 100 is an increase of 100% which is basically double.

Trade

Initiative Empowerment N/A self 1 day Normal Intiative

You can empower your Initiative by 1d4.

Perceive Empowerment

Linguistics N/A self one minute Insight, difficulty depends

This skill allows you to understand spoken language and speak in that language. Each use of this skill gives you 1/2 of your Wisdom as a percentage to learning that language. Once you have that language at 100%, you will not have to use this skill to understand it spoken or to be able to speak it anymore. The difficulty depends on many things such as tone, volume, speed, and familiarity or difficulty of the language it self. If you have learned the written version of the language that could give you a bonus when using this skill. Difficulties and bonuses all are determined by the GM.

Translate

Navigation N/A self instant Easy Perceive

You can find where you are and the nearest town based on what you see around you.

N/A

Perceive Empowerment N/A self 1 day Easy Perceive

You can empower your Perceive by 1d4.

N/A

Potion Save N/A self instant Hard React

This skill allows you to quickly use a healing potion to cure your Vitality as you take a blow that would be greater than you can handle. Basically you will drink that potion as you take the hit, if the hit is less than your Vitality before the hit plus the potion, you will survive with whatever Vitality is left. Otherwise you will not survive.

Use Potion As Defense

Rationing N/A self 1 day Normal Focus

With this skill you will use half of an item and get its full effect. That could be with potions, poisons, food, water, arrows, and so forth. Any expendable item counts with this skill.

Focus Empowerment

Runic Empowerment N/A self 1 day Normal Arcana

You can empower your Runic Power by 1d4.

Focus Empowerment

Set Magical Trap 4 Soul area in front of you until trap is sprung Normal Stealth

You can set a magical trap. You will need to design the trap and have the needed tools, including a magical device such as a rune stone.

Set Trap

Set Trap N/A area in front of you until trap is sprung Easy Stealth

You can set traps. You will need to design your trap and have the needed materials.

N/A

Swap for Movement N/A self instant Normal React

You can swap any action you haven't used yet for another movement.

Swap for Support

Swap for Support N/A self instant Easy React

You can swap any action you haven't used yet for an additional support action.

N/A

Trade N/A 1 item or service instant Normal Persuade + 2

This skill allows you to trade items or services for items or services of equal or lesser value.

N/A

Translate N/A 1 page or area of writing instant Insight, difficulty depends

With this skill you can translate written language into your own language when you are reading it. This skill will translate one page or one area of written language. Each use of this skill gives you your Wisdom as a percentage towards learning that written language so that you would not have to translate it once you have fully learned it. The difficulty depends upon the condition of the written document and difficulty or unfamiliarity of the language. It will be up to the GM to determine the difficulty applied.

N/A

Treat Burns 4 Soul 1 person in touching range instant Hard Medicine

This skill allows you to treat and cure burns without any potions or spells, just by using your knowledge and inner power.

Diagnose

Treat Visual Instability 4 Soul 1 person in touching range instant Hard Medicine

This skill allows you to treat and cure Visual Instability without any potions or spells, just by using your knowledge and inner power.

Diagnose

Use Potion as Defense N/A self instant Easy React

Allows you to use potion as a defense action.

N/A

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5) Adventurer Abilities

These are abilities that are unique to the adventurer profession. Only adventurers can obtain and use these abilities:

Ability Effects Requirements
Acid Application

Acids you apply to weapons gain your Medicine score.

Alchemical Knowledge

Alchemical Knowledge

You are able to tell what a potion more easily, gaining a +2 to Medicine when trying to identify potions.

N/A

Decrease Food Needs

Cut your needed food requirements based on your race by half.

Wilderness Survival

Decrease Sleep Needs

Cut the sleep needs required by your race in half.

Decrease Food Needs

Detect Traps

Your advanced trap knowledge gives you a +2 to Perceive when looking for traps.

Trap Knowledge

Explosives Application

Explosives you apply to weapons gain your medicine score.

Poison Application

Focused Breath Holding

Add your Focus score to your Breath Holding score, increasing the time you can hold your breath.

Wilderness Survival

Herbal Identify

You are able to identify plants and know their properties.

N/A

Horsemanship

You are better at riding horses and other mounted beasts, increasing your movement with them by half.

N/A

Ignore Traps

You can make a normal luck trap to ignore the effects of a trap should you spring the trap.

Detect Traps

Lasso

You are able to lasso your whip around objects, including target's weapons, and attempt to bring them to you with a normal athletics check. 

Equip Whip

Lip Reading

+1 to Perceive when attempting to read lips.

N/A

Long Distance Sprinting

YOu are able to increase your Move by 1d6 at a cost of 4 Power each time you choose to do so.

N/A

Lore

+2 to history thanks to your knowledge about an area's lore.

N/A

Mix Potions

You can mix 2 potions to create a potion that contains both potions effects.

Alchemical Knowledge

Mounted Combat

You are able to stay mounted in combat.

Horsemanship

Poison Application

Poisons you apply to weapons gain your Medicine score.

Acid Application

Potion Administration

Potions you use are twice as effective.

Mix Potions

Racial Lore

+1 to history when trying to identify anything you can about a race's history, lore, culture, or beliefs.

Lore

Resuscitation

When using First Aid, you can make a Hard Medicine check to revive anyone that died within a few minutes or 3 rounds. 

First Aide skill

Skillful Climbing

+2 to Athletics for climbing.

N/A

Skipping Sleep

You can skip sleep every other night without penalty.

Decrease Sleep Needs

Space Saving

Things stored in your bags or packs take half as much storage space.

N/A

Swimming While Armored

+1 to athletics for checks to swim while armored.

Skillful Climbing

Trap Knowledge

You know about traps and how to design them. You can tell what a trap does by looking at them.

N/A

Wilderness Survival

+2 to Survival 

N/A

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