Low and Dark Fantasy Careers

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LOW AND DARK

FANTASY CAREERS
This product was created under license. Genesys and its logo, and
Genesys Foundry and its logo, are trademarks of Fantasy Flight
Games in the U.S.A. and other countries. All Fantasy Flight Games
characters and character names, and the distinctive likenesses
thereof, are trademarks of Fantasy Flight Games.
www.FantasyFlightGames.com.

This work contains material that is copyright Fantasy Flight Games


and/or other authors. Such material is used with permission under
the Community Content Agreement for Genesys Foundry.

All other original material in this work is copyright 2019 by Radulf St.
Germain and published under the Community Content Agreement
for Genesys Foundry.

Printed in Shallow Bay.


Recommended Starting Equipment: Dagger,
Synopsis leather armor, bundle of pamphlets,
adventurer’s pack, 350+d00 silver coins.
There is a certain subset of the gamer
community who really loves dark or low Archer
fantasy. Lowly people become heroes in a A master of the bow or the crossbow. These are
struggle against an unfair world and uncaring foot soldiers in mighty armies but can be useful
cosm. allies for smaller groups as well.
This document provides a series of low fantasy Skills: Athletics, Coercion, Melee [light],
careers which can be used in conjunction with Perception, Ranged, Survival, Streetwise,
the fantasy setting provided in the Genesys Vigilance
Core Rulebook. Furthermore, there are a few
talents which can be used to give the careers a Recommended Starting Talents: Hamstring
unique flavor. It requires neither Realms of Shot, Swift, Sidestep
Terrinoth nor the Expanded Player’s Guide. Recommended Starting Equipment: Dagger,
leather armor, quiver with arrows, longbow,
New Skills d00 silver coins.
The careers use two new knowledge skills that
Guildsman
are more suitable for a dark late renaissance
A member of one of the guilds. An unlikely hero
world.
but competent in their field nevertheless.
Knowledge (Lore): Knowledge about the Examples of a more adventurous bent include
mundane aspects of the world. blacksmiths, butchers, or masons.

Knowledge (Forbidden): Knowledge about the Skills: Athletics, Brawl, Discipline, Knowledge
supernatural. Also this is the knowledge skill (Lore), Mechanics, Negotiation, Perception,
used by magical powers to determine spell Resilience
effects that rely on Knowledge.
Recommended Starting Talents: Peer Group
(Your Guild), Know Somebody
Mundane Careers Recommended Starting Equipment: Dagger,
These are low fantasy careers that have
leather armor, tools of the trade, adventurer’s
removable or no supernatural aspects. These
pack, 350+d00 silver coins.
careers would also be suitable for a historical
campaign.

Agitator
These people strongly believe in a cause or are
hired by enemy forces to foster civil unrest.
Whatever they case, they are masters at
agitating crowds.

Skills: Athletics, Charm, Coercion, Cool,


Deception, Leadership, Melee [light],
Streetwise

Recommended Starting Talents: Clever Retort,


Unremarkable, Scathing Tirade

1
Barber-Surgeon Recommended Starting Talents: Healing Song,
The next best thing to a real doctor and the Clever Retort
only choice most people have. You are not Recommended Starting Equipment: Short
necessarily a bad medic but your methods are sword, leather armor, musical instrument of
a lot more invasive than that of the physician. good quality, adventurer’s pack, 75+d00 silver
Skills: Cool, Coercion, Discipline, Knowledge coins.
(Lore), Medicine, Melee [light], Resilience,
Bounty Hunter
Vigilance
These experienced fighters earn money by
Recommended Starting Talents: Surgeon returning or killing fugitives.

Recommended Starting Equipment: Dagger, Skills: Cool, Discipline, Melee [light],


herbs of healing (6 doses), surgical saw and Negotiation, Perception, Stealth, Streetwise,
knives, adventurer’s pack, 100+d00 silver coins. Survival

Barbarian Recommended Starting Talents: Bought Info,


Barbarians are wild warriors that typically Rapid Reaction
practice an all-out attack fighting style. Recommended Starting Equipment: Mace,
Skills: Athletics, Brawl, Coercion, Melee shield, leather armor, herbs of healing (2
[heavy], Perception, Resilience, Survival, doses), manacles, adventurer’s pack, 120+d00
Vigilance silver coins.

Recommended Starting Talents: Durable, Flagellant


Second Wind, Berserk Some followers of a religion become so zealous
that they start hurting themselves in the name
Recommended Starting Equipment: Greataxe,
of their faith.
leather armor, herbs of healing (1 dose),
wooden fetish of good luck, adventurer’s pack, Skills: Athletics, Brawl, Discipline, Knowledge
50+d00 silver coins. (Lore), Medicine, Melee [heavy], Resilience,
Vigilance

Recommended Starting Talents: Durable, Grit

Recommended Starting Equipment: Large flail,


heavy robes, adventurer’s pack, 300+d00 silver
coins

Bard
A bard is known for his or her entertaining
songs as well as profound knowledge of lore.
Due to travelling and feasting, most bards are
also quite resilient.
Grave Robber
Skills: Charm, Deception, Knowledge (Lore), You make money by selling dead bodies or the
Leadership, Melee [light], Resilience, gifts added to the graves of rich people.
Skulduggery, Stealth

2
Naturally, this makes you quite a shady person Recommended Starting Equipment: Mace,
in the eyes of most others. leather armor, bottle of strong spirits,
manacles, adventurer’s pack, 350+d00 silver
Skills: Athletics, Coordination, Discipline,
coins.
Knowledge (Forbidden), Melee [light],
Skulduggery, Stealth, Streetwise Jester / Juggler
You entertain people with jokes and physical
Recommended Starting Talents: Knack for it
(Knowledge (Forbidden)), Unremarkable, slapstick humor. You might work for a noble or
be part of a wandering troupe.
Language of the Dead

Recommended Starting Equipment: Short Skills: Charm, Coordination, Deception, Melee


[light], Ranged, Perception, Skulduggery,
sword, large shovel, leather armor, thieves’
tools, adventurer’s pack, 250+d00 silver coins Stealth

Recommended Starting Talents: Clever Retort,


Highwayman
Jump Up
You are a criminal with a more brutal bent.
Where the thief steals and the Scoundrel Recommended Starting Equipment: Dagger,
deceives, you practice armed robbery. five colorful balls, adventurer’s pack, 420+d00
silver coins.
Skills: Athletics, Cool, Melee [heavy], Ranged,
Skulduggery, Perception, Stealth, Streetwise Knight
You are a noble mounted warrior and part of a
Recommended Starting Talents: Quick Strike,
Peer Group (Criminals), Side Step courtly elite.

Skills: Athletics, Discipline, Leadership, Melee


Recommended Starting Equipment:
Greatsword, leather armor, large sack, [heavy], Melee [light], Resilience, Riding,
adventurer’s pack, 100+d00 silver coins. Vigilance

Recommended Starting Talents: Duelist,


Houndmaster
Proper Upbringing, Let’s Ride, Coordinated
You are tasked with training dogs to fight in the
Assault
wars of men.
Recommended Starting Equipment: Sword,
Skills: Athletics, Coercion, Discipline, Melee
shield, chain hauberk, horse, adventurer’s
[light], Ranged, Resilience, Survival, Vigilance
pack, 50+d00 silver coins.
Recommended Starting Talents: Hound
Man-at-Arms
Recommended Starting Equipment: Sword, You are a foot solider in the vast army of a
leather armor, a fighting hound, adventurer’s nobleman or possibly a deserter who has had
pack, 150+d00 silver coins. enough of the bloodshed.

Jailer / Torturer Skills: Athletics, Coercion, Melee [heavy],


Another unlikely hero who might be forced to Perception, Ranged, Resilience, Streetwise,
find an escaped prisoner to safe her own hide. Vigilance

Skills: Brawl, Coercion, Deception, Mechanics, Recommended Starting Talents: Peer Group
Medicine, Perception, Streetwise, Vigilance (Infantry), Parry

Recommended Starting Talents: Knack for it


(Corercion), Toughened

3
Recommended Starting Equipment: Halberd, Skills: Athletics, Brawl, Coordination, Charm,
chain hauberk, strong spirits, adventurer’s Melee [heavy], Perception, Resilience,
pack, 100+d00 silver coins. Streetwise

Recommended Starting Talents: Durable,


Second Wind, Lucky Strike

Recommended Starting Equipment:


Greatsword, outrageous leather armor with
animal mask, adventurer’s pack, 200+d00 silver
coins.

Ranger
You are a master of the wilds. Part hunter, part
Noble protector of the land, you are well-travelled
You belong to the ruling class of your society. and hardened.

Skills: Charm, Coercion, Cool, Discipline, Skills: Athletics, Coordination, Knowledge


Leadership, Melee [light], Negotiation, (Lore), Perception, Ranged, Riding, Stealth,
Perception Survival

Recommended Starting Talents: Know Recommended Starting Talents: Forager, One


Somebody, Proper Upbringing, Inspiring with Nature, Speak with Animals
Rhetoric Recommended Starting Equipment:
Recommended Starting Equipment: Sword, Shortsword, dagger, bow, leather armor,
heavy robes, horse, fine cloak, jewelry, mule various old maps, adventurer’s pack, 50+d00
carrying adventurer’s pack, d00 silver coins. silver coins.

Physician Rat Catcher


You are the more educated, more expensive You are a hunter of vermin with a small but
equivalent to the barber-surgeon. vicious dog.

Skills: Charm, Discipline, Knowledge (Lore), Skills: Discipline, Melee [light], Negotiation,
Knowledge (Forbidden), Medicine, Melee Perception, Ranged, Resilience, Stealth,
[light], Perception, Resilience Streetwise

Recommended Starting Talents: Knack for it Recommended Starting Talents: Knack for it
(Medicine), Peer Group (Academics) (Perception), Hound, Tunnel Rat

Recommended Starting Equipment: Dagger, Recommended Starting Equipment: Mace,


book of medical knowledge, heavy robes, dagger, shield, leather armor, small but vicious
healing herbs (4), adventurer’s pack, 200+d00 dog, adventurer’s pack, 250+d00 silver coins.
silver coins.

Pit Fighter
You are both a fighter and an entertainer. Pit
fighting might be illegal or a public spectacle.

4
Sage Skills: Athletics, Melee [heavy], Negotiation,
You are a man or woman of the books, well- Perception, Ranged, Resilience, Survival,
versed in theoretical knowledge. Vigilance

Skills: Alchemy, Knowledge (Lore), Knowledge Recommended Starting Talents: Tunnel Rat,
(Forbidden), Medicine, Mechanical, Parry, Durable
Negotiation, Perception, Vigilance Recommended Starting Equipment: Greataxe,
Recommended Starting Talents: Peer Group strong spirits, adventurer’s pack, dwarven
(Academics), Knack for it (Knowledge (Lore)) beer, d00 silver coins.

Recommended Starting Equipment: Dagger, Witch Hunter


heavy robes, backpack of books, adventurer’s You hunt supernatural evil as well as harmless
pack, 390+d00 silver coins. old women with the same zeal.

Scoundrel Skills: Discipline, Melee [light], Knowledge


You are a charming rogue and gambler. (Forbidden), Negotiation, Perception, Riding,
Stealth, Streetwise
Skills: Charm, Cool, Coordination, Deception,
Ranged, Skulduggery, Stealth, Streetwise Recommended Starting Talents: Aura of Light,
Sense Evil
Recommended Starting Talents: Clever Retort,
Duelist, Quick Strike Recommended Starting Equipment: Mace,
shield, leather armor, holy symbol,
Recommended Starting Equipment: Short adventurer’s pack, 300+d00 silver coins
sword, leather armor, two decks of cards (one
marked), thieves’ tools, adventurer’s pack,
230+d00 silver coins. Magical Careers
These careers all have access to magic skills of
Thief one kind or another. They are more suitable for
You are the less suave cousin of the Scoundrel a dark fantasy campaign or as exceptional
and the less violent brother of the characters in a low fantasy world.
Highwayman.
Cleric
Skills: Athletics, Coordination, Melee [light], A priest or priestess of one or more gods. They
Ranged, Perception, Skulduggery, Stealth, are probably secretive and might or might not
Streetwise follow the decrees of their gods. In some
Recommended Starting Talents: Knack for it worlds their magic really is divine but a more
(Rank 2 - Skulduggery, Athletics, Stealth), cynical universe has them practicing rituals
Unremarkable similar to the ones they condemn in wizards.

Recommended Starting Equipment: Sword, Skills: Charm, Coercion, Discipline, Divine,


leather armor, thieves’ tools, adventurer’s Knowledge (Forbidden), Medicine, Melee
pack, 130+d00 silver coins. [light], Negotiation

Recommended Starting Talents: Surgeon,


Tunnel Fighter
Sense Evil
You are a dwarven warrior trained to fight the
goblinoid races in the tunnels and mines of Recommended Starting Equipment: Mace,
your race. shield, chain hauberk, holy icon (magic
implement), adventurer’s pack, d00 silver coins

5
Druid Recommended Starting Equipment: Sword,
A dweller of the wilds who uses natural magic leather armor, adventurer’s pack, 200+d00
to cast spells. The combine both the gentle and silver coins.
cruel aspects of nature in their magic.
Arcane Archer
Skills: Athletics, Brawl, Coordination, Melee Some elves train as both archers and wizards
[light], Primal, Resilience, Survival, Vigilance and learn to combine the two abilities in
impressive ways.
Recommended Starting Talents: One with
Nature, Peer Group (Followers of Nature), Skills: Arcana, Coordination, Discipline,
Speak with Animals or Savage Magic Deception, Knowledge (Forbidden), Ranged,
Riding, Vigilance
Recommended Starting Equipment: Light
spear, leather armor, adventurer’s pack, Recommended Starting Talents: Seasoned
healing herbs (2 doses), 200+d00 silver coins Spellcaster, Grit, Arcane Arrow

Recommended Starting Equipment: Longbow,


leather armor, d00 silver coins.

Wizard
The true masters of magic. In human society
they might be reviled outsiders or secret rulers.

Paladin Skills: Arcana, Coercion, Discipline, Knowledge


A paladin is a knight who is also member of a (Forbidden), Knowledge (Lore), Negotiation,
holy order and has access to divine magic. They Perception, Vigilance
might be one of the few remaining beacons of
Recommended Starting Talents: Seasoned
hope or fanatical crusaders with little regard
Spellcaster, Detect Magic
for innocents.
Recommended Starting Equipment: Magic
Skills: Charm, Discipline, Divine, Leadership,
staff (magical implement), dagger,
Melee [heavy], Melee [light], Riding, Vigilance
adventurer’s pack, 30+d00 silver coins.
Recommended Starting Talents: Aura of Light,
Duelist, Parry, Sense Evil
Warlock
Unlike Wizards, Warlocks have not gained their
Recommended Starting Equipment: Sword, powers through years of study but through
shield with symbol of deity, chain hauberk, deals with supernatural patrons.
horse, adventurer’s pack, 50+d00 silver coins.
Skills: Arcana, Coercion, Deception, Knowledge
Swordmage (Forbidden), Skulduggery, Streetwise, Stealth,
The elven tradition of the swordmage blends Vigilance
arcane training with martial prowess.
Recommended Starting Talents: Knack for it
Skills: Arcana, Coordination, Discipline, (Knowledge (Forbidden)), Vile Spell, Language
Deception, Knowledge (Forbidden), Melee of the Dead
[light], Riding, Vigilance
Recommended Starting Equipment: Magic
Recommended Starting Talents: Seasoned staff (magical implement), dagger,
Spellcaster, Grit, Arcane Strike adventurer’s pack, 30+d00 silver coins.

6
nn. The hound is a minion that has all
New Talents attributes at 2, has a soak of 2 and 10 wounds.
This document also contains a few talents that If your hound is killed, you can get a new one
help give the careers a more unique flavor. Of within 2 weeks. The GM can use hh to inflict
course, you can as easily ignore them. a wound on the hound.
Tier 1 Peer Group
Aura of Light Activation: Passive
Activation: Active (Incidental, Out of Turn) Ranked: Yes
Ranked: No
Select a peer group: Criminals, academics,
When an ally within engaged range has to infantry, dwellers of the wild, the guild of a
make a Discipline check to resist fear caused by certain mundane trade, or some group you
a creature of supernatural evil (such as and the GM can agree on. When interacting
demons, devils, undead, or evil elemental with a member of this group, suffer a point of
creatures), the ally can use your ranks in strain to add a to a social skill check. Each
Leadership instead of their ranks in Discipline. time you add an additional rank, you can add
two more peer groups.
Detect Magic
Activation: Active (Action) Seasoned Spellcaster
Ranked: No Activation: Passive
Ranked: No
As an action, you can make an Arcana check to
determine whether an item, person, creature When you cast a spell and suffer only one h,
or place is imbued with magic or whether it cannot be used by the GM to inflict strain on
somebody is affected by a spell. You must see you but must be used in another way.
the item, place, or person. You can spend t to
understand which spell or effect it is. Sense Evil
Activation: Active (Action)
Healing Song Ranked: No
Activation: Active (Action)
You can spend an action to detect the presence
Ranked: No
of supernatural evil within 2km with an
You music inspires your allies, giving them new opposed check Perception vs. their best Cool.
hope and vigor. When you play a musical You will know the type of creature(s) and the
instrument during a rest which is at least one direction(s) but not their exact position.
hour long, those who attempt to heal the Furthermore, this ability gives you n on
wounds of others with Medicine gain n on tracking down the creature if you have
their check. The bonus does not apply to critical detected it.
wounds of rating tt or more.
Tunnel Rat
Hound Activation: Passive
Activation: Active (Maneuver) Ranked: No
Ranked: No
You are really at home in tunnels and caves.
You have a trained hound that accompanies You remove n on checks to find food or water,
you. As a maneuver you can command the detect traps or hidden doors, or to follow
hound to help you in combat. Your next attack tracks while underground.
on a target engaged with the hound will add

7
Vile Spell life and might not be willing to help you and
Activation: Passive thus lie to you.
Ranked: No
Savage Magic
When you target an enemy who has less than Activation: Active (Maneuver)
half their normal wounds with a curse spell, Ranked: Yes
you gain n on the check.
As a maneuver, when you cast a Primal spell,
Tier 2 you can substitute your rank in Savage Magic
plus two (maximum 5) to determine spell
Arcane Arrow
effects based on your ranks in knowledge.
Activation: Maneuver
Ranked: No For example, assume you have one rank in
Knowledge (Forbidden) and the Savage Magic
Once per encounter, as a maneuver, you can
talent at rank 2. When you cast an area effect
imbue an arrow with magical power and give
attack spell (adding the blast feature) the level
it the burn X property (where X is your ranks
of the blast would be 4 (two plus two) instead
in Knowledge (Forbidden)). You still need your
of 1 if you spend a maneuver.
regular action to fire it with a Ranged skill
check. The difficulty for the check is upgraded Speak with Animals
once. Activation: Passive
Ranked: No
Arcane Strike
Activation: Active (Action) You can understand and talk to animals. The
Ranked: No animals are not necessarily friendly to you but
many will be curious about your abilities. Also,
Once per encounter, you can make an Arcana
most animals are not particularly smart and
check instead of a Melee [light/heavy] check to
might not be able to grasp more complex
attack an opponent with your weapon and add
concepts.
your ranks in Knowledge (Forbidden) to the
damage. Any h will automatically deal 2 strain
to you. New Equipment
Weapons
Language of the Dead
Dagger: A small knife that is useful for last
Activation: Active (Action)
resort self-defense and as an eating
Ranked: Yes
implement.
When you have access to a corpse, you can
Large Flail: This huge and brutal weapon is only
summon up its soul and ask it a question. You
used by the most fanatical fighters or by
can ask one question per rank. Afterwards you
peasants.
cannot talk to the same corpse again. The
corpse will only know what it experienced in

NAME SKILL DAM CRIT RANGE ENCUM PRICE RARITY SPECIAL


Melee
Dagger +1 3 Engaged 1 20 1 Vicious 1
[light]
Large Melee Cumbersome 3,
+4 3 Engaged 5 100 4
Flail [heavy] Knockdown
Short Melee
+2 2 Engaged 1 150 2 Defensive 1
Sword [light]

8
Short sword: A sword with a blade less long
that is easier to conceal and less cumbersome
than a proper sword. Typically used by people
who have to fight under cramped conditions or
who do not really expect to get into many
fights.

Armor
Chain hauberk: This chain cap also covers large
parts of the upper torso. It is also quite good at
stopping arrows. (Soak+1, Ranged Defense+1,
Encumberance: 1, 100 coins)

Gear
Adventurer’s Pack: This backpack is filled with
iron rations, torches, ropes, a bedroll, and
similar equipment needed for dungeon and
wilderness exploration. The GM can spend d
to declare that a certain type of item has been
damaged, spoilt, or has run out.
(Encumberance: 3, Rarity: 1, Price: 50)

Dwarven Beer: Dwarven beer counts as a


painkiller. If you use it during social
interactions, you can add nn to a single Charm
or Negotiation roll. (3 doses, Encumberance: 2,
Rarity: 3, Price: 150)

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