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Occupational Skills

Realm of Strife™ > Standard Secondary Skills > Occupational Skills

Many occupational skills can be used to provide some measure of income between play sessions (sometimes referred to as “down time”. If a player states that they are practicing their occupational skill between sessions it could be assumed to cover a certain degree of lifestyle, with higher ranking skills providing a better lifestyle. GMs could ask players to make some rolls on the Risk Table if they are practicing their occupational, or simply treat this as passive income.

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 extremely noble 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.

Rank1 – +10% HP and damage when within 3” of charge
Rank2 – If you are within 3” of your charge and an enemy moves into base contact or targets them with a ranged attack you may immediately move to intercept the attack (during the enemies turn); counts as your movement in your next turn
Rank3 – If the above skill results in your HP going below 5 you cannot be knocked unconscious (though your HP can still go into the negatives) and your next attack of any type against the target that hit you will auto-crit.

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.

Rank1 – Gain +5 Advantage when tracking or locating a desired person, whether they want to be found or not. When attacking they are masters at non-lethal incapacitation of their foes, as such they can always choose to reduce the HP of an enemy whose bounty they are after to -3 when an attack would normally drop them lower than that (exception is for when critically hitting an enemy).
Rank2 – +6 hit & +2 dam (melee & ranged) against their quarry
Rank3 – +6 hit & +2 dam (melee & ranged) against anyone who stands between them and their bounty

Blacksmith


Blacksmithing gives the user the ability to fix armor (mail or plate), weapons and also at higher levels, to craft weapons and armor. In addition blacksmiths can make an assortment of tools and other items for retail or personal use. An anvil, hammer, and forge are required in order to make use of this skill.
Only 2 attempts to repair or 1 attempt at crafting can be made in a single day.
Materials required for weapons/armor are 25% of the market price of that item.
Failed attempts to make weapons/armor/items result in a complete lost of the materials used.

Rank1 – Can repair small items at 60% success.
Rank2 – Can repair small items at 70% success or medium items at 60%. Can craft small items at 50% success
Rank3 – Can repair small items at 80% success, medium at 70% or large at 60%. Can craft small items at 60% success or medium at 50%. May also choose to specialize as either a Weaponsmith or Armorsmith, allowing access to Tier 2 Advanced Weapon and Mail/Plate Armor Crafting (respectively). An appropriate schematic/recipe or previous knowledge/experience with the crafting is required before an advanced crafting can be applied to an item (See Enchanting and Crafting for details)
Rank4 – Can repair small items at 90% success, medium at 80%, large at 70% or extra large at 60%. Can craft small items at 70% success, medium at 60% or large at 50%. May also design a item of your choice (approved by GM) at 25% success. Allows access to Tier 3 Advanced Weapon and Mail/Plate Armor Crafting with the appropriate specialization and schematic/recipe/knowledge.
Rank5 – Can repair small items at 100% success, medium at 90%, large at 80% or extra large at 70%. Can craft small items at 80% success, medium at 70%, large at 60% or extra large at 50%.
May also design a item of your choice (approved by GM) at 50% success. Allows access to Tier 4 Advanced Weapon and Mail/Plate Armor Crafting with the appropriate specialization and schematic/recipe/knowledge.

NOTE: The Weaponsmith and Armorsmith specializations are mutually exclusive, however if a second Secondary Skill point is used on each skill level from Rank3 and up they can be leveled in tandem (i.e. 1st Skill point at Blacksmith Rank 3 is allocated to Armorsmith, the 2nd Skill point is allocated to Rank 3 again to unlock Weaponsmith rather than unlocking Blacksmith Rank 4. Then to unlock Rank 4 both as a Weaponsmith and Armorsmith would required another 2 skill points)

Brewmaster


Everybody gets thirsty (except maybe the undead) which affords the Brewmaster a unique immunity in many situations. Rampaging warlords are likely to keep you alive so that you can keep their forces watered. Not only that your famous brews, spirits, and other fermentations make you very popular in the eyes of peasants to nobleman and everyone in between. Some of your concoctions may even imbue useful and interesting side effects although these recipes are often closely guarded family secrets. Of course proper brewing equipment is a must and for an large scale operation it’s definitely not a one man show.

Rank1 – May brew normal alcoholic beverages on a small scale (single man operation). Can generate a modest income during downtime. Could be a mobile operation if owning a cart with 60+ slots designated for brewing equipment.
Rank2 – May choose one type of alcoholic beverage and become a master in its creation and brew “special” beverages of that type (with the right recipe). Can generate a comfortable income during downtime if running a medium scale brewery/winery/distillery with at least 1 apprentice, assistant, or helper.
Rank3 – May instruct others in the brewing/fermenting/distilling process. Can generate wealthy income during downtime if running your own large scale brewery/winery/distillery (of your specialized type). Must be a permanent facility with associated staff.

Cook


A cook is able to prepare feasts or make a simple stew. It all depends on what resources they have available to them. They make best use of what they have though, and can make a tasty meal to uplift the heart from seemingly meager ingredients. A huge help on those long treacherous road trips.

Rank1 – Can cook a decent meal, something most people will pay for. Just be careful you don’t anger the local inn… Must have this skill in order to use “Cooking Supplies”
Rank2 – The entire party gets an extra 1d10 +1/lvl HP’s back every time they rest, provided the cook is conscious and can actually cook
Rank3 – A master cook is a rare thing, you are very likely to be invited into the estates of the rich nobles in order to prepare them a feast. When it comes to “Feasts” you are the only one qualified to prepare them, though you may instruct others and take on the roll of master chef. In any city or village people will actively seek you out if they know you are nearby, in order to make use of your services.

Craftsman/Tradesman


There are many crafts and trades that one can learn whether by birth, necessity, or schooling. Regardless of the reason most crafts and trades can be a significant source of income an din some situations prove extremely useful while on an adventure or quest. Some examples are carpenter, mason, shipwright, jeweler, etc… The only firm rule is that crafts/trades cannot be of a combative nature (thus blacksmithing and engineering have their own separate skills) thus one could build a house, a church, or a ship, but not a catapult, a fortified wall, or a bomb
Only 2 attempts to repair or 1 attempt at crafting can be made in a single day (For average items, scale of the project could span days, months or even years in some cases such as building a large sailing vessel)

Rank1 – Can repair small & medium items of their craft/trade. Can generate modest income during downtime if practicing your trade/craft, typically working as an apprentice, assistant, or helper in someone else’s shop.
Rank2 – Can craft/build small & medium items of their craft/trade and repair all items of their craft/trade (except XL). Can generate comfortable income during downtime if practicing your trade/craft, typically from a small shop or market stall, with at least 1 apprentice, assistant, or helper.
Rank3 – Can craft/build and repair all items of their craft/trade (incl. XL). Can generate wealthy income during downtime if managing a large shop (or franchise) with associated staff, or running a trade school.
Extra – The terms for size as they pertain to crafts are relative and not meant to be equivalent to standard item sizing. For example to a shipwright small could be a paddle and medium a rowboat while for a jeweler small could be a ring while medium could be a crown.

Engineer/Siegecraft


When those gifted in Engineering see a massive wall or impenetrable gateway they see only an opportunity to test their skills. Often times their creations find use in battlefield scenarios and ship to ship warfare as well, where they are usually found commanding/operating their own creations. They are also well know for crafting defensive structures and are the builders of forts and castles the world over. With the right crew of masons and carpenters there is no end to what they can do (though often they possess those skills themselves). Some examples of their creations are catapults, battering rams, siege towers, palisades, walls, keeps, and the list goes on and on.

Rank1 – Can design & build simple engineering items that would only require one person and a basic (untrained) understanding of masonry, carpentry, etc… (i.e a siege ladder, a simple battering ram, a barricade) Max three or less creations per day based on complexity.
Rank2 – Can design complex siege craft items and instruct a crew in their construction & operation, however the presence of at least one skilled carpenter, mason, etc… is likely required (GM discretion) (i.e. a trebuchet, a ballistae, a guard tower, a wooden pallisade) Creations take one or more days to complete based on crew size and complexity.
Rank3 – Can design and oversee construction of projects on a massive scale, crews are typically large and contain many skilled tradesmen/craftsmen (i.e. a fortified estate, a moat, a castle)
Extra – Engineers deal solely with structures and creations that are of an offensive or defensive nature (combative), passive structures such as a house (non-fortified), a garden wall, or a simple bridge are more in the domain of tradesmen/craftsmen

Fletcher


The Fletcher skill allows for crafting arrows and bolts from raw materials. This can be a means to a modest living, but is most beneficial for those who wield bows and crossbows in combat and can therefore supply their own needs. A fletchers expertise also provides some minor bonuses when using bows or crossbows.
May craft 2d6+1d6/fletcher Rank arrows or bolts per day
Materials required for ammo (bundles) are 25% of the market price of that item. Magic arrows require 1 enchanting material per 20 arrows/bolts in addition to the standard materials.

Rank1 – Can craft fletched arrows and lightweight bolts. Grants +2 to hit with bows & crossbows.
Rank2 – Can craft hunting & stun arrows and quarrel & stun bolts, as well as hollow-points. Grants another +2 to hit with bows & crossbows.
Rank3 – Can craft war & bodkin & tar arrows and metal bolts. Grants another +2 to hit with bows & crossbows.
Rank4 – Can craft broadhead & razor arrows and wedge & barbed bolts, as well as magic arrows and bolts. Grants another +2 to hit with bows & crossbows.

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.

Rank1 – Gain +5 hit and +1 damage when using any Simple weapon type that would be considered a farming tool (i.e. Sickle, Pitchfork, Scythe, Mallet, etc…). Can generate modest income during downtime, if employed as a farmhand.
Rank2 – Gain +5 hit and +1 damage when fighting in farmlands or defending a homestead of some kind. Can generate comfortable income during downtime, if maintaining and operating your own farmlands (or those of a land owner or local Lord).
Rank3 – Your knowledge of the land and changing seasons affords some measure of protection against the elements, reducing any environmental damage by 25%. Can generate a wealthy income during downtime, if managing a large amount of farmlands and farmhands.

Leather Worker


Leather workers possess the knowledge to not only craft a variety leather goods but also properly tan raw animal hides to produce the materials required for their craft. Leather Workers are skilled in crafting and repairing all manner of leather goods. At higher skill levels they can also learn advanced crafting techniques that can imbue their creations with additional attributes. Shears, measuring tape, needles, and thread (as well as a tanning rack if tanning hides) are some of the items required to make use of this skill. Only 3 attempts to repair or 2 attempts at crafting or 1 attempt at tanning can be made in a single day. If not providing their own materials, the materials required for crafting leather armor are 25% of the market price of that item. Failed attempts to make leather armor result in a complete lost of the materials used.

Rank1 – Can repair small items at 60% success. Can tan hides at 70% success.
Rank2 – Can repair small items at 70% success or medium items at 60%. Can craft small items at 50% success. Can tan hides at 75% success.
Rank3 – Can repair small items at 80% success, medium at 70% or large at 60%. Can craft small items at 60% success or medium at 50%. Can tan hides at 80% success. Also allows access to Tier 2 Advanced Leather Armor. An appropriate schematic/recipe or previous knowledge/experience with the crafting is required before an advanced crafting can be applied to an item (See Enchanting and Crafting for details)
Rank4 – Can repair small items at 90% success, medium at 80%, large at 70% or extra large at 60%. Can craft small items at 70% success, medium at 60% or large at 50%. Can tan hides at 80% success. May also design a item of your choice (approved by GM) at 25% success. Allows access to Tier 3 Advanced Leather Armor Crafting up to the 150% price range with the appropriate specialization and schematic/recipe/knowledge.
Rank5 – Can repair small items at 100% success, medium at 90%, large at 80% or extra large at 70%. Can craft small items at 80% success, medium at 70%, large at 60% or extra large at 50%. Can tan hides at 85% success. May also design a item of your choice (approved by GM) at 50% success. Allows access to Tier 4 Advanced Leather Armor Crafting with the appropriate specialization and schematic/recipe/knowledge.

Miner


The true Miners 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.

Rank1 – Can identify and estimate sources of common stone/ore/minerals and are well versed in their properties (some of which may border on magical) This is an especially useful skill when traveling in natural or man-made caverns/tunnels as they have an uncanny ability to notice weak points that could cause potential cave ins and a long list of underground lore that could save your life. Don’t go spelunking without one.
Rank2 – Can identify and estimate sources of precious stone/ore/minerals and are well versed in their properties (many of which may border on magical) & may also design/construct (with appropriate labour) simple tunnel systems
Rank3 – May design/construct (with appropriate labour) complex and advanced tunnel systems, often working closely with Masons. In fact most underground cities built by the dwarves are a result of alliances between Miners and Masons guilds and unions.

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.

Rank1 – Can pilot a vessel less than or equal to 30 feet in length with appropriate crew (crew does not necessarily have to be trained). Sailor gains +5 to hit (melee and ranged) while fighting on water.
Rank2 – Can pilot a vessel less than or equal to 60 feet in length with appropriate crew (crew does not necessarily have to be trained). Sailor gains a further +5 to hit while on water.
Rank3 – Can pilot any vessel with appropriate crew (crew does not necessarily have to be trained). Sailor gains an extra melee attack every other round while fighting on water.

Tailor


Whether peasant or noble everyone has need of a tailor from time to time and as such this is an occupation in high demand. Tailors are skilled in crafting and repairing all manner of cloth goods. At higher skill levels they can also learn advanced crafting techniques that can imbue their creations with additional attributes. Shears, measuring tape, needles, and thread are some of the items required to make use of this skill. Only 3 attempts to repair or 2 attempts at crafting can be made in a single day. Materials required for armor are 25% of the market price of that item. Failed attempts to make cloth armor in a complete lost of the materials used.

Rank1 – Can repair small items at 60% success.
Rank2 – Can repair small items at 70% success or medium items at 60%. Can craft small items at 50% success
Rank3 – Can repair small items at 80% success, medium at 70% or large at 60%. Can craft small items at 60% success or medium at 50%. Also allows access to Tier 1 Advanced Cloth Armor crafting. An appropriate schematic/recipe or previous knowledge/experience with the crafting is required before an advanced crafting can be applied to an item (See Enchanting and Crafting for details)
Rank4 – Can repair small items at 90% success, medium at 80%, large at 70% or extra large at 60%. Can craft small items at 70% success, medium at 60% or large at 50% May also design a item of your choice (approved by GM) at 25% success. Allows access to Tier 3 Advanced Cloth Armor Craftings with the appropriate specialization and schematic/recipe/knowledge.
Rank5 – Can repair small items at 100% success, medium at 90%, large at 80% or extra large at 70%. Can craft small items at 80% success, medium at 70%, large at 60% or extra large at 50%. May also design a item of your choice (approved by GM) at 50% success. Allows access to Tier 4 Advanced Cloth Armor Crafting with the appropriate specialization and schematic/recipe/knowledge.