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Occupational Skills

Realm of Strife™ > Secondary Skills > Occupational Skills

Many famous adventurers came from more humble roots and may possess skills in a particular occupation, either passed on through a family business or representing a former life before becoming an adventurer. Also common, is the necessity to find work between adventurers to pay for all that upkeep. This is the most common function of Occupational skills, which can be used to cover expenses incurred between play sessions (sometimes referred to as “down time”). These skills afford a particular “Lifestyle” for a player character, that can carry its own benefits and risks. Most occupational skills also carry with them their own unique skills relevant to the occupation, some even directly combat oriented, or in some cases they can be actively practiced at the request of the player (not to be confused with Crafting Skills). When used in a contractual manner GM discretion is required to determine what is reasonable and players may be asked to make some rolls on the Risk Tables.

Bodyguard


The world is a dangerous place and there are those willing to pay top dollar for the protective services of a good bodyguard. Some bodyguards are driven by a sense of honor others are just out for quick profit but either way they are implacable opponents when their charge is threatened.
The skills granted by the bodyguard secondary skill only apply to a single target that is elected to be the body guards charge for the entire quest/mission. Decide this before play begins. The effects apply even after a charge is knocked unconscious or even killed. A character with the Bodyguard Secondary Skill cannot have their own bodyguard.

Bounty Hunter


A hunter of men, skilled in tracking quarry and bringing them back alive, most of the time, whether for lawful authorities or underworld masters. Bounty hunters are specially trained at their task and make fearsome opponents as they pursue and attack with a single minded focus.

Butcher


Most creatures in wild can be harvested for meat, but butchers are experts in making the most of a kill. They also know many techniques for preserving food.

Requires: Knife, Butcher’s kit

Cook


A cook’s skills range from to preparing grand feasts or making a simple but hardy stew. It all depends on what resources they have available to them. In any case, a tasty meal can uplift the heart of the most travel weary adventurer, making cooks a welcome addition on those long treacherous road trips.

Requires: cooking supplies

Executioner


Making a living out of killing can create a certain callousness to death, and often puts people at odds with the people of the community. Most executioners seek to hid their identity, but others may take pride in putting on a good show. As side effect, being an expert on how to end someone’s life can make executioners even more lethal in combat.

Requires: Axe (or other appropriate tool for executions)

Farmer


While many think the pastoral life a farmer is a mundane and tiresome one, there are some unexpected benefits from being skilled in working the land.

Healer (Medic)


While expertise the in healing arts are often thought to reside within priestly orders or among specialized practitioners of the spiritual arts, there are also those who practice a less mystical form. Relying instead of knowledge of biology, medicine, and physiology they can heal many ailments and wounds using time honored methods and research. Though when a healer or medic combines their skills with magic, if can yield even more impressive results.

Requires: Healer’s toolkit

Miner


The true Miner’s skills lie not in extraction of stone, ore, or minerals from the earth as any pea-brained numbskull can swing a pick-axe, but rather they lie in the prospecting and identification or these items and the designing and building of tunnels and underground passageways to expedite the extraction of these items.

Requires: Pickaxe and miner’s tools

Sailor


Anyone can pilot a small vessel such as a canoe or row boat but once they get bigger and it takes a special breed to operate such a vessel. Being able to control a ship the size of a block or two is something to treasure, as well as a way to receive treasure. Being able to sail rather then walk will save time as well as money and blood. Also showing you places only your imagination could dream possible. Sailors are almost more at home with the constant churning of water beneath their feet, something those landlubbers find disconcerting.