Advanced Rulebook


Each class has a number of professions. These are characters that started out life training under their more general heading but found they had a natural ability in one particular field, or were somehow brought up in a specific manner. However, due to the dedication to their chosen specialisation, or as a consequence of their social station, destiny set them on a different path. While this has meant that certain avenues of learning have been open to them, other aspects of their class often suffer. Hence an Archer could be exceptional with a bow but if he got caught in a close combat situation, his abilities would be below that of other classes.

The reason for having only four character classes and many professions is that it allows you to use a single order for all the characters of a certain class. This makes changing tactics and trade easier and faster. There are certain restrictions on many of the uncommon professions: they cannot be resurrected or they can cast only certain spells and miracles, and most importantly requiring the party to follow specific attitudes. For the first five turns, only the common professions of Warrior, Wizard, Cleric and Rogue can be recruited. When other professions become available to recruit, an info-token will be attached to the end of the turn giving a description of important information about the profession.

While the four basic professions are common, others, such as the Knight are very rare. The chance of one of these being available for recruitment is very slim. It is therefore best not to spend relentless turns attempting to gain a specific profession but choose from whatever comes your way. Just because you want them, it does not follow that they want you!


Fighter is the generic term for a character that has followed the realm of arms. This could be due to a lack of training in other more artistic or courtly areas, or could just be due to a natural inclination to bash things The standard profession for Fighters is the Warrior and, as the name suggests, characters of this profession are skilled in combat and can usually handle all kinds of weapons and armour without difficulty. Toughness is an important attribute for a Fighter but awareness is also useful, especially when using missile weapons. When in combat, a Fighter's skill statistic is used with the appropriate weapon skill to give an overall fighting ability. Most Fighters have been trained since adolescence in the wearing of heavy armours. This allows them to use even cumbersome plate-mail with only minor penalties. Other professions have specialised in certain areas: the Archer is better with a bow or crossbow, while not as good with a mêlée weapon. A Gladiator is adept at fighting with mêlée weapons but is restricted by heavy armours and has no real skill with missile weapons. All Fighter types are good at avoiding critical hits due to their intensive training; Warriors are slightly better and Brawlers are exceptional. The same is also true for the Fighter's ability to deal a critical hit, with again Warriors and Brawlers having improved capabilities.

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This character has a special gift that allows him or her to manipulate mystical forces. It is something that is accepted, but not well understood, by the peoples of Kharne and this sets Mages apart from others. The result is that many people are wary of any dealings with a Mage and most think twice before being rude. Maybe this is why it is common practice for them to wear robes, effectively announcing to all what they are. The most common Mage profession is the Wizard, and like all characters of this class, they are skilled in the use of magic. They will begin with knowledge of just a few simple spells, but as the game progresses will learn many more. A Mage's skill determines how many Power Points he has and the level of spells that he is able to cast. In general, they are the weakest of all classes in combat. Years of book learning instead of physical exercise means that they lumber around when wearing heavy armour and so, if possible, they avoid wearing anything other than cloth armour. The Warrior Mage is an exception to this rule. This character has only been marginally touched by the gift, possibly from eating magical berries as a child or being born on a special day. Lack of the full gift means that they have not been given the full training of a Wizard, and so will never achieve the highest power spells. Warrior Mages make up for this lower magic power by being handy in a fight and not as restricted by armour. Due to their combat training Warrior Mages have some skill in causing a critical hit and avoiding them, but not as much as a Fighter.


Priest is the generic term for somebody that is able to channel the powers of the Gods through themselves in order to perform miracles. They are the servants of the Gods and their services are rewarded with the ability to perform miracles. Clerics are the most common Priests, worshipping and acknowledging the entire pantheon of Gods. Even though the Cleric acknowledges the entire pantheon, he or she can favour a specific God in return for miracles. The nature of these miracles will be determined by the God, or Gods, that is served. As the Priest's skill increases, he will be granted the use of more powerful miracles. As certain Gods are aligned to war while others are aligned to peace, a Priest is inclined to follow the teachings of the God to whom they are most closely attuned. Actions in combat will be determined by alignment. Followers of the Gods Garthrana, Sundonak or Fleyshur would be found fighting long after a Priest of Molwanh, Novala or Phyloqure had fled the battle. All have to spend some of their time learning to protect their faith and so have learnt how to act effectively while wearing armour. Another Priest profession is the Paladin; they are holy warriors of War Gods. Paladins strive for tests of valour and wish only for a glorious death before joining the Gods of war in heaven. From an early age they have sacrificed learning of the deeper mysteries of the divine to that of learning the art of warfare. Thus they rate as lesser skilled Fighters with the ability to also perform miracles. On the down side, many find their fanaticism towards conflict more trouble than it is worth. Due to their combat training Paladins have some skill in causing a critical hit and avoiding them, but not as much as a Fighter.

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Thief is the generic term for somebody that shows no aptitude towards fighting, does not believe strongly in the majesty of the Gods and has no gift for mystical forces. The character does however possess some qualities that are frowned upon by most upright citizens. The most common profession of Thief is the Rogue - no surprises here. The Rogue is a cat-burglar, pickpocket, scout and locksmith all rolled into one. Good awareness is the vital attribute here and this also tends to make them good with missile weapons. In combat they will fight if necessary, but prefer to use bolts or arrows to strike from a distance. Heavy armour hampers their agility quite severely: anything bulkier than leather causes severe setbacks. The Scout is a specialist Thief profession, but unlike most Thieves they are mainly based around the wilderness. They are able to scout monster groups and determine what monsters are in the group, and they can also sometimes detect those monsters that are not normally visible. The Scouts use stealth and subterfuge to find their information, and although some are quite moral in comparison to other Thieves, other classes still generally frown upon their methods. They are not good at stealing from parties or robbing shops. The Pickpocket is very adept at stealing items, is better than most at scouting (except the Scout) but generally avoids combat. Due to their style of fighting all Thieves have quite some skill in causing a critical hit and avoiding them.

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