Vocations
Using this hack every player character (and significant non-player characters with full write ups) may have a kind of attribute referred to collectively as Vocations, which describe specific professions, backgrounds, fields of study, or specialized training that a character has learned, developed, or been trained in.
Vocations provide justification for doing things based upon their subject matter and a character's Rank within that Vocation. Under normal circumstances it usually isn't necessary to form a dice pool and make a roll when doing routine things; an expert blacksmith making horseshoes is generally not something that requires a dice roll for instance.
However, in heightened circumstances when a character is attempting something to which one of their Vocations is relevant they can add the relevant Vocation at the step associated with the Vocation's Rank to their dice pool just like any other trait die.
A character has no Vocations by default and does not have to choose any, but can have up to a maximum of five (5) Vocations. Every Vocation has four Ranks, from Rank 1 (novice) to Rank 4 (grand master). Each Rank indicates a higher level of capability within a Vocation, and each Rank beyond Rank 1 also grants a character a once per session Exploit invocation for that Vocation.
Vocation Costs
Rank
Die
Title
Benefit
Invocations
Advances
1
d4
Novice
Indicates that a character is able to exercise a Vocation at a basic level, as would be appropriate to an apprentice or a recent graduate of an academic or trade school. This entry-level expertise primarily provides justification to know general information relevant to the Vocation, and the ability to attempt fundamental or routine tasks appropriate to the Vocation (though with a greater chance of an unintended outcome than a more senior practitioner). More advanced knowledge and tasks require a higher rank to justify.
0
1
2
d6
Expert
Indicates greater ability with a Vocation, as would be appropriate to a pro, a journeyman, someone with some experience or some time on the job, an expert. In addition, a character at this Rank can invoke their Vocation once per session to give themselves or their allies an advantage if a player can explain how their Vocation applies to the situation.
1
2
3
d8
Master
Indicates mastery of a Vocation, appropriate to a person with long experience, or to a gifted prodigy. Additionally, a second free invoke of the Vocation per session is gained.
2
4
4
d10
Grand Master
Indicates grand mastery of a Vocation, appropriate to the very best practitioners of that Vocation in the world. Additionally, a third and final per session invoke of the Vocation is gained. This is the highest Vocation Rank available; further depths of competence with a Vocation can be represented through Signature Exploits, Distinctions, and / or within Ability Sets if desired.
3
6
Exploits
Being skilled in something can sometimes provide significant benefits in certain situations. That's where Exploits come in. Exploits are special one-off effects that are "invoked" to grant characters powerful advantages.
At Rank 1 a Vocation grants zero (0) Exploit invocations, but each higher Vocation Rank grants one (1) additional Exploit invocation. In other words, Rank 2 grants one (1) Exploit invocation per session, Rank 3 grants two (2) Exploit invocations per session, and Rank 4 grants three (3) Exploit invocations per session. Exploits can be triggered whenever they are relevant; a player simply declares they are invoking one of their character's remaining Exploit invocations, checks an invocation of the Vocation off on their character sheet, and the Exploit's effect resolves.
There is a basic set of Exploits that all Vocations offer, as follows:
Standard Exploits
All Vocations have the following standard exploits available to them.
Additionally, each Vocation description details special Exploits that the Vocation grants. Refer to individual Vocation write ups for specific options.
Regaining Exploits
Normally, a character's Exploit invocations only reset at the beginning of each session. However, Milestone Rewards offer an option to gain more Exploit invocations during a session.
When defining their character's Milestones a player can select the "gain an Exploit invocation" reward option for one or more of their Milestone Goals. When an Exploit is awarded for meeting a Milestone Goal, a player has the option of either immediately triggering an Exploit from one of their character's Vocations, or saving the invocation for later use during the session.
If they opt to save the invocation for later, the player must pick one of their character's Vocations to assign the additional invocation to and cannot later change their mind. Note that even a Rank 1 Vocation (which normally has zero (0) Exploit invocations) can be selected by the player to gain an invocation in this way.
Signature Exploits
A character can also have one or more Signature Exploits, which are special tricks or techniques that they have
developed within a Vocation. For instance, perhaps a character with the Archer Vocation has developed a trick shot
Exploit that allows them to sever a rope, or ricochet a shot around a corner.
Like every other Exploit, using a Signature Exploit expends an invocation of the applicable Vocation.
Each Signature Exploit costs one Advance to add to a character's capabilities. There is no maximum limit
on the number of Signature Exploits a character may have; the very limited number of invocations per session
acts as a throttle on the impact of Exploits in general. GM's discretion applies to the definition of all
Signature Exploits.
Standard Vocations
Archer
As the old saying goes, to train an archer start with their grandfather. From maintenance of the gear involed, to an understanding of winds and trajectories over distance, the art of leading the target, and the physical discipline of actually firing a bow...it's a lot more difficult than it looks. Practitioners of this skillset range from hunters to soldiers.
The Archer Vocation allows the following special Exploits:
Assassin
Whether part of a cult-like organization or a lonely professional, Assassins practice the deadly trade of murder for hire.
It's not just the murder part that takes skill however; maintaining anonymity from the client (if desired), observing a target without being noticed, plotting out the details of the hit, and most importantly of all not getting caught is difficult.
The Assassin Vocation allows the following special Exploits:
Blacksmith
One of the oldest trades and also one of the most useful. Blacksmiths know the art of working raw metal ores into usable tools and weapons.
A skilled Blacksmith can make anything from a nail to a broadsword, wrought iron gates to portcullises, and can always find a settlement or lord eager to have a resident smith. This vocation requires a considerable amount of tools and benefits greatly from a permanent workshop with forge and anvil. It also tends to require a goodly amount of time to make items of consequence.
Technically weaponsmiths, armorers, farriers, wheelwrights, tinsmiths, and so forth were often considered separate trades in antiquity, but for sake of convenience the Blacksmith Vocation covers all such subdivisions of metalworkers.
The Blacksmith Vocation allows the following special Exploits:
Delver
Tunnels, caves, underground labyrinths, dungeons, and subterranean lairs abound. Knowing how to survive beneath the surface, to navigate through sunless caverns, to avoid the notice of denizens of the darkest reaches can mean the difference between life and death for delvers of the deeps.
The Delver Vocation allows the following special Exploits:
Entertainer
Minstrels, scops, bards, fili, gleemen, ashiks, kobzars, troubadours, drolltellers, dancers, singers, storytellers, thespians, fools...different cultures tend to use various labels and hold performers to different social statuses, and individual entertainers practice different arts. But the common theme is making a living by telling tales, making music, acting out stories, or just getting a laugh.
Some entertainers take their art very seriously, perhaps even viewing it as a higher calling. Others are part of a cultural caste or perhaps a movement, with an agenda or obligation to pursue. Still others are entirely pragmatic, singing for their supper or shilling for a coin.
The Entertainer Vocation allows the following special Exploits:
Farmer
One of the hallmarks of civilization is agriculture, and development of an agricultural technology base and labor force is a necessary step for almost all non-nomadic societies to allow stability and population growth.
Farmers are those who work the land to grow and harvest crops or practice animal husbandry to domesticate animals for foodstock and labor. Farming is a physically demanding and non-glamorous trade, but an essential one. Farmers tend to be hard working, durable, practical, and self-sufficient people able to work from dawn to dusk and to deal with the vagaries of weather and seasons.
In some societies farmers hold a place of importance, particularly in developing nations. In other lands farming is the lot of serfs or peasants with little to no agency or influence. In metropolitan areas farmers tend to exist in the countryside, funneling surplus supply into the dominant municipality in the area to meet demand and perhaps for wider export.
The Farmer Vocation allows the following special Exploits:
Horse Trainer
Horses are very important animals in many pre-industrial lands, valued for labor, transport, and certain advantages afforded mounted troops in battle. It is also not uncommon for the racing of horses, sometimes unmounted but usually mounted, to be a popular and lucrative past time in some lands.
In such lands the breeding, training, and trading of horses is an essential profession. Those of means who want the very best animals available for their purposes, whether that be for racing, war, rapid travel, or to pull a plow, will pay for quality. The very best horse trainers usually develop a reputation and find ready customers appearing at their door, money in hand.
The Horse Trainer Vocation allows the following special Exploits:
Merchant
Regional differences and labels abound, but at the most basic level merchants are those who buy and sell commodities. Merchants have been known for as long as people have engaged in trade and commerce, and depending upon time and place merchants may occupy a wide range of social statuses.
In some lands there exists a so-called merchant class who typically enjoy a better than average standard of living and social status, and in some cases the wealthiest merchants have influence or outright power to rival that of nobility. In other lands a merchant is no better than any other common man, and may perhaps even be regarded unfavorably as greedy or untrustworthy. There is also the consideration of what sort of wares a merchant deals in; even within the same country a turnip merchant might experience a different level of respect and influence than say a jeweler or a purveyor of rare antiquities.
A given merchant may also transport goods, some merchants are also manufacturers or craftsmen, and other variations particular to a trade or culture exist. But the universal skill set of a successful merchant is buying low and selling high, anticipating shifts in supply and demand, capitalizing on business opportunities as they present themselves, and of course mastering the art of the deal.
The Merchant Vocation allows the following special Exploits:
Noble
Nobles, Aristocrats, Merchant Lords, High Castes...almost every 'civilized' society has a strata of idle rich who take undue privilege and social status upon themselves.
While not all notions of breeding and place are universal to every culture, those raised to be entitled generally know how carry themselves and fit in amongst the upper crust wherever they find themselves.
Knowing what to wear, what to say, assess who is important and who is not at gatherings, how to gain access to exclusive events and enclaves of the rich and powerful, and so on as well as any secondary practical matters such as estate management and maintaining appearances are the concern of this vocation.
The Noble Vocation allows the following special Exploits:
Physician
Doctor, chirurgeon, healer, apothecary, bonesetter, mender, medicine man (or woman), even barber. The exact methodology and practices differ as do labels, but in some cultures there exists a tradition of caregivers whose services are sought to cure sicknesses and treat injuries.
In some societies healthcare is entwined with other ideas, such as a particular belief system, shamanistic or pseudo-mystical rituals, herbology or pharmacology, or more rarely part of a rational and pragmatic system based upon the study of anatomy and documented treatments of categorized ailments.
The Physician Vocation allows the following special Exploits:
Priest
Priests and priestesses preside over a congregation, and promulgate the doctrine of a particular religion. Depending upon the temporal power of a given religion, they may also have other roles within society; at the most extreme a priest or priestess may wield direct political or sovereign power such as in a theocracy.
In non-literate societies, a literate priesthood might also take on the task of keeping records and recording knowledge; in extreme cases a religion may have almost exclusive control over education. It is typical that religions control or officiate over significant events, ranging from the familial such as marriage and burial, to the societal such as holidays and observations of dogma-mandated special days.
The Priest Vocation allows the following special Exploits:
Rider
Learning how to sit a mount, make them take your direction, and not fall off at critical moments is not as easy as it seems. As horses and similar animals are a primary mode of transportation in a non-industrial setting, and as fighting while mounted offers considerable advantage to the adept, saddle skills can be quite important.
Additionally, some cultures ride animals other than horses, and while every type of creature has its own peculiarities and saddlecraft, the core competencies involved in actually riding upon the beasts tend to be more similar than not.
The Rider Vocation allows the following special Exploits:
Sailor
A sailor, seaman, mariner, seafarer, boatswain, mate, or shipmaster of course, but also the more humble fisherman all make their living by riding the wind and waves of the sea.
Heading away from shore to brave a hostile environment on a vessel large or small requires a combination of skill and moxie. Knowledge of the currents, the depths, the hazards, and of course navigation is paramount. And other more pragmatic adaptations to the cramped conditions and harsh elements are just as important.
The Sailor Vocation allows the following special Exploits:
Servant
Not everyone can live a life of independence or autonomy. Many fill positions of subservience, servitude, or drudgery while others are skilled workers but are employed by those more wealthy.
The chambermaid and the major domo, the stablehand and the master of horse, the lowly kennel keeper and the dashing huntsman, the kitchen drudge and the head chef; all servants of differing status and skill level.
However, while the social status of such folk is sometimes not to be envied, that isn't to say that there is nothing to be learned, nor that there is no accomplishment to be found in service to others. Most servants also tend to learn how to hide what they are really thinking, choke down irritation, and develop the determination to keep going day after day despite having little prospect of life ever getting much better.
And sometimes the thing that drives people into a life adventure isn't a desire for gold or glory; the opportunity for self-determination and not being under the yoke of another is motivation all on its own. Some who are not currently servants once were.
The Servant Vocation allows the following special Exploits:
Scholar
Sages, wise men, experts, academics, loremasters...regardless of terminology there are those who have deeply studied various subjects of interest, who are often sought out for assistance within their areas of expertise.
Some scholars are highly specialized with deep knowledge of a narrow subject matter, while others are generalists possessed of knowledge on a variety of broad interests. Either way, to consult a scholar to gain actionable information can mean the difference between success or failure in many a venture.
The Scholar Vocation allows the following special Exploits:
Survivalist
Hunters, trappers, woodsmen, nomads, hillsfolk, mountaineers...those who know how to find water, follow a track, hunt and catch game, resist the elements, not get lost, and thrive in the wildlands of the world.
A practical craft not often available to learn in a classroom, passed down from mouth to ear more often than not and specialized to what works best in different climes and places.
The Survivalist Vocation allows the following special Exploits:
Thief
While anyone might take something that isn't technically theirs, to be a professional thief requires specialized skills.
Different specialities exist, from pickpockets to burglars to con artists, but the ability to size up a mark, the technique to acquire the goods and get away clean, and the connections to swap the loot for coin are difficult to come by.
The Thief Vocation allows the following special Exploits:
Warrior
Warriors abound the world over, wherever people take up arms and train in their use. Melee and unarmed combat techniques are incredibly relevant and coveted in many cultures, and often those who know the ways of warcraft are marked out from the common herd with positions of importance. In some lands such training is even restricted to the ruling class and their liegemen.
The Warrior Vocation allows the following special Exploits:
Magical Vocations
Alchemist
Alchemy is a magical artificing discipline that concerns itself with various practical and esoteric disciplines.
Most notably Alchemists make concoctions such as potions and a bewildering array of dusts, oils, traps, and bombs. Doing serious alchemy
generally requires specialized equipment and materials but not always.
The Alchemist Vocation allows the following special Exploits:
Druid
Druids adhere to a complex belief system based on the idea that there is no separation between the spiritual and physical world and that all things in nature (including the planet itself) have a spiritual essense, and various esoteric extensions of that idea. They venerate and commune with nature, and adhere to a complicated concept of 'balance', 'ancient harmonies', 'the natural order of things' or similar euphemisms which they take constant efforts to maintain.
Druids tend to have various magical tricks or gifts related to nature, animals, and the elements. Many can change into one or more animal forms. Others have animal companions that assist them.
Druids also practice a powerful form of subtle ritualistic magic that is deeply tied to the natural world, and maintain an air of mystery that occludes much of their activity from non-Druids. They have a tendency to speak in mild riddles or of portents and omens. Since many of the things they speak of later come to pass they are often heeded. While their most powerful magic tends to be slow to enact, depending on complex rituals enacted on auspicious occasions at places of power by circles of Druids working together, it is capable of world changing effects.
The Druid Vocation allows the following special Exploits:
Exalted
In some settings, the dieties (or other entities) worshipped by some religions grant magical powers to their most faithful or otherwise reveal their presence via invoked supernatural intervention.
The priests or worldly agents of these dieties often develop certain abilities allowing them to channel supernatural power in various ways, or may have various gifts or blessings bestowed upon them. As these exemplars of various faiths deepen their devotion and service to their patron(s), the favor shown to them increases as does their temporal influence amongst their religion's faithful.
The Exalted Vocation allows the following special Exploits:
Geomancer
Geomancers practice an ancient and powerful form of magic tied directly to the elements of Earth. While other spellcasters may work magic that involves this element, Geomancers engagement with and mastery of Earth magics is beyond such dabbling.
Tapping into primal extradimensional fonts of elemental energy, geomancy can be quite potent. Geomancers do have more subtle or pragmatic uses for their spells, but they truly shine in times of conflict where their ability to unleash the powers at their command to wreak destruction is most astounding.
The Geomancer Vocation allows the following special Exploits:
Necromancer
Necromancers practice a form of black magic that manipulates life forces and extraplanar necrotic energies related to death. The main focus of necromancy as whole is mastery over life and death at a high level, but the practice of animating the dead tends to be the tail that wags the dog.
Necromancy isn't intrinsically evil, but it is definitely dark and lends itself to a sliding scale of moral relativism. Put simply, benign necromancers are rare and most drawn to this kind of magic are disturbed in some way ranging from those who were unhinged by grief for a deceased loved one at one end to thoroughly twisted individuals with a lifelong fascination with the macabre at the other.
The Necromancer Vocation allows the following special Exploits:
Oracle
Some are touched by Divine Mysteries, rather than by a specific deific patron. Such Oracles day to day existence is guided by the intuitive urgings of their particular Mystery and thus they vary greatly in their outlook and purpose.
The Oracle Vocation allows the following special Exploits:
Paladin
Paladins are holy warriors invested with divine power by a diety, most typically those concerned with order and the rule of law.
The Paladin Vocation allows the following special Exploits:
Sorcerer
Practitioners of a visceral and pragmatic form of magic, with a focus on intuitive casting with a dash of spontaneity.
Sorcerers in general tend to have a 'whatever works' mentality, and care far more about outcomes than they do about means. Sorcerers tend to have no particular interest in erudite knowledge or delving too deeply into how their magic works...it is enough that it does work. They generally value practical experience and adaptability in the moment over theory or hypotheticals derived thereof.
The Sorcerer Vocation allows the following special Exploits:
Wizard
Practitioners of a highly structured and formalized tradition of magic, with a systemic and scholarly approach.
Wizards are first and foremost academics and proceduralists who expand their mystical powers via elaborate rituals, esoteric theorycrafting, and careful experimentation in specialized laboratories.
The pursuit of wizardry is a lifelong affair of deepening study and increasing mastery of fine nuances. An experienced Wizard is a force to be reckoned with to be sure, but also a sage of the esoteric to be learned from.
The Wizard Vocation allows the following special Exploits:
Setting Specific Vocations
While many Vocations such as blacksmith and farmer are broadly applicable to conceivably any setting,
others such as Crimson Brother or Obermancer, are particular to a more narrowly defined idea or organization that exists
in a specific setting. For best results, some custom Vocations should be added on to model ideas found in
a given campaign setting.
It should also generally be allowed for a player, with GM approval, to extend the available list with
a custom Vocation if some specific idea is important to a character's concept