Kharne Encyclopedia

PROFESSIONS

There are four main classes of adventurer, these being fighter, mage, priest and thief. All are open to any type of race.

Each class also 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 specialization 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 a similarly skilled fighter who has a more rounded range of abilities.

The reason for only having 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.

As there are certain restrictions on many of the rarer professions such as cannot be resurrected or can only cast certain spells and miracles not to mention certain specific attitudes for the first twenty 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 appertaining to 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 almost legendary. 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!

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Fighter is the generic term for a character that has followed the realm of arms.

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxBrawler

Brawlers are little better than peasants. They have discovered a natural talent for fighting. This has been proved in village fete wrestling matches. Their career has been little more than bouncers in rowdy taverns or maybe debt collectors for the local money lender. Whatever their background, brawlers have decided that they are ready for the life as an adventurer. While they have no official training, many have developed the art of fighting dirty. They fight best using hand to hand, gouging eyes and spitting. The best are lethal weapons in their own right. As a consequence of their background they are severely hampered by armour and have no special skill with weapons.


© Pechan
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxFootman

Foot troops are selected from those that have shown an aptitude for standing their ground and fighting in close quarters. From an early age they have been drilled in melee weapons and the wearing of heavy armours needed to withstand the constant pummelling of weapons. All this sparring in the training yards has meant that they have no particular proficiency for missile weapons of any description.


© justaman78
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxArcher

From an early age they have had a natural talent for missile weapons such as the bow or crossbow. They have developed the art of firing faster than common warriors. Their skill has been honed to such a point that their early life training has neglected some of the harder work such as regular sparring that is the lot of other fighters. Their apprenticeship has never included the long term use of heavy armour and as such they are heavily restricted by its use, prefering the lighter leather armours.


© youxiandaxia
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxWarrior

The warrior has apprenticed to men at arms from early childhood. Generally from skivvying to preparing meals they have built up both stamina and certain tolerance for taking orders. Heavy armour is a way of life for these professionals although the heaviest armour does weigh them down in combat. They are generally good with all weapons although up until their adventuring career they have not had any real experience.


© KAN-J
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxGladiator

Trained for the arena fight, these have managed to get out before dying. This is important as all gladiators have sworn their souls to Sundonak, to be taken when they die. For this reason they can never be resurrected. They have remarkable agility with melee weapons. This comes from hours of training in the art of the swift kill. They rely on speed and are hampered by heavy armour so should avoid it if possible.


© DevBurmak
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Knights are trained to fight and this they do better than any others. They will insist that any party that wishes to recruit them is not cowardly. Thus they will only join parties that are not 'NA' Status, nor will they join a party with a Flee Factor of less than 60%. They detest thieves and will never adventure in their company. Only the elite of society ever rise to the lofty heights of knighthood. It is therefore hardly surprising that they need a servant to fetch, carry and cook and clean their weapons for them. As such any party that would recruit a knight must make certain that a peasant is also present. Should your knight's servant meet an untimely end and is lost or buried, your next new recruit must be a peasant to replace him. While only three knights will ever band together, a single peasant will be enough to cater for all their needs. Long years of training means that even the heaviest of armours are little bother to them while their skill at arms allows them to strike lethal strikes with precision.


© wallpapercave.com

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxMAGE

Mages have a special gift that allows them to manipulate mystical forces.

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxWizard

Wizards are wandering mages that have invariably become bored with long studies and stuffy towers. They have a certain talent with the basics of magic and are able to shape the natural forces in the world through chanting and the use of special compounds. They have however sacrificed power for versatility and while some of their spells are devastating, they lack the finesse of the specialist mages. Long years of book work and the wearing of little more than fancy robes has meant that they have never developed a taste for the wearing of armour. Even after many adventures on the road, they are still heavily slowed by all but the lightest armours.


© art.alphacoders
xxxxxxxxxxxxxxxxxxxxxxxxxxWarrior Mage

Not all pupils sit to attention and hang on every word of their master. There are a few that would rather sneak away after dark to the local tavern and drink and dance and brawl. It is hardly surprising that they never achieve the level of magical competence that is required for higher levels of spell casting. However they can handle themselves in a fight and are fairly comfortable in the heavier armours.


© playbuzz.com

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxPRIEST

Priest is the generic term for somebody that is able to channel the powers of the gods through themselves in order to perform miracles.have a special gift that allows them to manipulate mystical forces.

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxCleric

Clerics are trained in the worship of the entire pantheon. Many clerics will tend to favour a single god for a short time in order to cury favour or power but invariably they will drift between the various deities. As such they will never achieve the spiritual oneness that is needed to enter the temple of a specific god as an initiate. Due to the rigours of the faithful they have learnt to use some of the more common armours such as chain mail without overly slowing themselves down.


© yefumm
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxPaladin

Those that worship the gods of war are known throughout the lands as paladins and should be feared for their violent nature. Having sworn their soul to Sundonak, they cannot be resurrected although they are privy to a number of miracles that should sustain them during the inevitable conflict. They wield weapons and use armour nearly as well as a warrior but due to their long hours praying will never be as good as a dedicated fighter. Those that would recruit a paladin must follow the paths laid out by the gods of war and as such will find that their alignment is permanently war. Further though, they cannot have peaceful attitudes or a flee factor less than 60% nor be of the No Attack persuasion.


© wallpaperup.com

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxTHIEF

Thieves possess some qualities that frowned upon by most upright citizens.

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A life of poverty has turned many of nimbler build into rogues. Rogues are opportunists by nature. They have fairly good skills at breaking and entering and even thieving from other groups but have also developed a skill for fighting as well. Living by their wits and often fleeing fast through cities after a surprise attack has meant that they have never had time for heavy armour and as such are encumbered by it.


© justice-in-fantasy

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxScout

Not all those blessed with quick wits and keen eyes turn to a life of crime. Whilst scouts cannot rob like normal thieves, they are invaluable for wilderness adventures. The scout uses all the skills of the thief to sneak through undergrowth and hide in shadows in order to spy on monsters and other adventuring groups close to the party. This will reveal what types of monsters are present in the monster group. Recruiting more scouts will increase the number of groups reconnoitred. The best scout in the party will also attempt to search for signs of monsters that do not normally show up on the map such as elementals. The higher the skill of the scout, the greater the chance that the monster's spoor will be found.


© Fantasy Flight Games

Everything on these pages is related only to the fantasy game world of Quest and has no relations whatsoever to the real world and real people, places or events!

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