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Old 11-17-2017, 11:54 PM   #11
PK
 
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: Overview of professions for the players...

Here's an edited version of what I have for those professions in my GURPS DF list. Exception: I just rewrote most of the cleric from scratch.

Barbarian

The barbarian is a huge, strong, tough fighter who tends relies on boatloads of hit points to stay alive -- though you can wear heavy armor or focus on agile defenses as well. They're also excellent outdoorsmen, knowing how to survive and spot threats in many situations.

Bard

The bard is charming, smart, and manipulative. It's a support role with access to some incredible music-based powers (Mind Control, Speak With Animals, Terror, and more) and influential wizardly spells. Don't underestimate them.

Cleric

The cleric is a holy spellcaster with a few god-granted powers. Spells focus on healing, buffs, and things to affect spirits and the undead, while Holy Might fills a similar niche but with more potent, "spammable" effects. Can be a surprisingly good combatant, especially if Blessed.

Druid

The druid s a master of Nature, with spells that govern animals, plants, weather, and similar things, along with some Nature-granted special powers. They can fight as well as support, and their abilities are strong outside, though they do weaken somewhat in man-made environments.

Holy Warrior

The holy warrior is a fighter dedicated to serving a deity, and who receives holy powers (like a cleric, but without the spellcasting) in return. They focus on wiping out demons and/or the undead, and unlike "paladins," they don't have to have a stick up their butt.

Knight

The knight is a straightforward warrior with many advantage points for the purpose of letting you customize -- on top of being strong, agile, tough, trained with at least a few weapons, and knowledgeable about tactics, armories, leadership, etc. Build anything from a terrifying thug to a noble field commander.

Martial Artist

The martial artist is a fighter who specializes in light (or no) weapons and prioritizes movement and dodging over toughness. They engage in chi-focusing rituals every day that give them access to cinematic supernatural powers and skills which let them push themselves beyond mortal limits.

Scout

The scout is both a master of the outdoors and the scariest archer around. In a fight, they're skilled enough to use a bow even when foes close to melee range, and out of a fight, they keep the party alive in the wilderness with navigation and trapping skill.

Swashbuckler

The swashbuckler is a fighter who focuses on agility and speed over strength and toughness, and prefers to master a single weapon rather than learn several. They can be a bit squishy, but are also capable of delivering devastating blows due to special training.

Thief

The thief is a versatile rogue who helps get the party past locked doors and traps, and prefers to attack from the shadows (or behind) in a fight. They're also excellent at getting to difficult places via climbing, squeezing, or parkour. Thieves can range from noble explorers to greedy thugs, but are always highly skilled.

Wizard

The wizard is the classic spellcaster, with no special powers except for access to the widest range of spells available in the game. They are therefore remarkably versatile, able to focus tightly on one concept or spread themselves broadly across many mystical rituals. And yes, they can wear armor.
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