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Page name: Profession Classes of Madrumah [Logged in view] [RSS]
2007-08-23 04:15:59
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PROFESSION CLASSES OF MADRUMAH – DESCRIPTIONS

Non Spell Using WARRIOR

To pick a non spell using warrior has got the advantage to be unbeatable in combat, and is equal to an EXPERT in usuage of weapons.
The disadvantage is that he is not able to use own magic and has got few options to extend his abilities by wide scope in any other area than fighting or profession related skills.
( ST + 4 AG + 4 )

A classical professional warrior would be mercenary, soldier, warrior, high warrior monk or gladiator.

Pure Fighter

To pick a pure fighter has got the advantage to have unrestricted skill ability as fighter and a general and a good general base chance to once learn magic, by 50 %.
The disadvantage is that he still might never cast own spells, perhaps.
ST + 3 AG + 3
Magic stats – 3

Fighting Orientated Profession

To pick a fighting orientated profession like a fighting thug or spy, a mix of fighter and thief or fighter and ranger has got the advanteage to have a generally high basic chance to learn magic, by 70 % - to be good in fighting and profession related fields of abilities, professionwise.

A classical fighting orientated profession would be a rogue, thug / ‚Brawligan‘, Scout or Trickster.
ST + 2 AG + 2
Magic stats – 2

SEMI FIGHTING PROFESSIONS:

Expert profession

To pick an EXPERT profession ( that is fighting orientated ) like thief ( or burglar ) or ranger, has got the advantage to have an extra profession bonus to his profession related ability stat rank.
( For thieves and rangers ST + 1 AG + 2 )

Otherwise he is having a 50 % up to 80 % chance to be able to once learn magic, a special chance test bonus on every profession related skill, higher than a similar fighting orientation of a mix.

So, a pure thief will be much more versed in stalking and hiding, picking locks and pockets, body maneuvers as climbing jumping, landing and hiding, a burglar would be moreover most excellent in climbing sheer walls, using a grapple hook, using tools as glass cutters and crow bars, and body contortions;
And a RANGER will be much more versed in reading tracks, wood and path lores, direction sense and star navigation, foraging skills as fishing, hunting, fletching and survival, stalking, higind and also using classical ranger weapons in combat, than a scout.

ST + 0 AG + 0 ( plus extra stat bonus )
Magical stats – 2

Semi Fighting Profession with SUB-PROFESSIONS

Another semi-fighting profession category as the expert professions apply at any PC whose profession is neither entirely concepted as FIGHTING ORIENTATED – NOR non spell using ORDINARY profession.
( Called Semi Fighting Profession with SUB-PROFESSIONS. )

This could be for example a rogue who also wants to invest time into ( and earn money ) in the businesses of a bawd and a card cheater very much;
A Bounty Hunter who also wants to be an expert in base knowledge about chemistry ( and alchemistry ) in order to produce his own powder for his gun – or optional be well versed as a Fortune Teller or non magical seer as second sub-profession moreover.

( Any fighting orientated profession, including sectors of up to THREE other non-spell using ORDINARY professions – and some skills related to them )

ST and AG up to + 1 + 1
Magic stats – 2
( Does not include any other options of a non spell using ordinary profession, only skills )

Non spell using ORDINARY profession

To pick a non spell using ORDINARY profession of any kind includes the advantage to be given NATURAL MAGICAL TALENTS and to also have an own CAREER CHANGE OPTION.

No other profession is abled over this option.

But it allows a starting character of any ordinary profession to change over to any profession he desires by a basical chance, as soon as he rises up to one higher level.
( This basic chance percentage to change to another profession is dependant on the grade of relatinship inbetween the former profession the PC started with, and the profession the PC wants to change to )

Example: A simple Rat Catcher follows his trade a while, and maybe gains some experiences in the higher arts of thievery, comes into contact with magic or finds a specific magical item over the course of his life, which has got the power to detect thoughts and cast charm spells, over the first adventure.

As he finds then, that he is provided by nature with a high intuition, and presence moreover, he suddenly decides to use these experiences, abilities and opportunities and opens up his own bureau for magical investigation, as spell casting detective...

He thinks hence the find of another similar item, and discovering his strong empathy, to introduce his own beaureau as dodgy small-time lawyer and magical fraud - or
Changes saddle towards the profession of a mystic, joins the masonry ‚Order of Coatfighters‘ in Pordokan and begins to act as hireable spy.

This career change option makes a maybe at first unappealing profession much more flexible.

And a second advantage is, that a PC beginning as non-spell using character with an ordinary profession can also higher his potential for a certain career he prepares for very quicker and more effectively.

Example: A human wizard’s apprentice who starts with a comparingly low base talent for essence magic absolves one level as wizard’s apprentice and then time, patience and practise pays, and he gains an extra + 2 on his primary base stat for essence magic automatically, when he rises up to the next, second level ( and uses the career change to become a wizard himself )

ANOTHER human wizard who – unluckily – starts with anaverage talent for essence magic of + 1 rightaway as pure, magic using wizard will maybe always be less powerful as our ambitious apprentice, there.

OR: A trained Pit Fighter or ‚Judicial Champion‘ could oncemake a very talented master gladiator, warrior, or fighter.

Apart from that a non-spell using ordinary profession PC has got a basic free chance to once learn magic, to which he is not totally unsuited to – by race or basic characteristic nature.
( Minimum: ( racial ) average base rank ST / AG + 0 OR magic stat + 0 )


SEMI SPELL USERS

A semi spell using PC will be abled to use magic, as well as to use combat abilities.
Be it, that he develops combat abilities and ESSENCE; Combat abilities and MENTALISM or – combat abilities and CHANNELING MAGIC.

He himself can decide before starting, if to concentrate more on the combat or more on the magic aspect of his profession.
He is in any case free to use any magic, that is belonging to his profession.

A Paladin will fight ( armoured ) and use channeling; a beastmaster will fight ( be in the company with a pacted animal or beast ) and use essence or mentalism;
And a magically abled bard will fight – will equip over a few spells from the bard base spell lists or open mentalism spell lists if he starts – and use mentalism.

Depending on the special features he desires to start with, emerging as profession related options ( the armour of a Paladin, even though a channeling user is actually not allowed to wear armour, helmet or coverings of metal when casting or using channeling spells ) and a horse;

The pacted animal or beast of a beastmaster as an eagle, bear or two ferrets; And a bard will set out into the first adventure with weapon skill, one or two chosen base spells, like ‚Calm Song‘, ‚Blur‘, ‚Brilliant Presence‘ or ‚Protection‘ – and a – maybe special instrument )

The penalty of a semi spell using PC is that he has to accept a basic lowering of his combat OR magic primary stat, permanently.

That means, he will be quite able in wether magic or combat once, and will always command over both, but is not able to be as powerful as a pure mage or as impactful as a fighter character with the same level of base skills as him, ever.
A second penalty is that the number and spectrum of spells he will acquire at first will be limited.

His combat skills rank will face a basic penalty of ST + 0 AG + 0 up to ST – 1 AG – 1
And his magical skill rank will face a basic penalty of – 2 up to – 3


SPELL CASTERS

- Hybrid Spell Casters ( magicians who combine two realms and kinds of magic )

Hybrid spell casters or magicians are pure users of magic, who master not only one, but TWO realms of magic at the same time.
Be it, that a witch is abled with usuage of channeling and essence, or a mystic knows to handle essence just as well as mentalism.

The hybrid spell casters are allowed to learn spells of those two realms of magic related to his or her profession, and is almost as powerful a a pure mage, who focussed only on one realm of magic exclusivel – only that he will never be the same good in BOTH magic realm and will probably never reach such perfection in one realm as a PURE magic expert, concentrated on one same realm of that two with the same grade of personal talent.

Therefore a hybrid spell caster faces a modification on his magic skill of inbetween – 1 and
+ 1
note: A hybrid spell user is hardly able to use any high combat skills, but one single weapon, and faces a basic combat penalty of – 3

Pure magician ( experts of magic of one single realm of magic )

A pure magic user / mage is to be considered as an expert in his field as magician and represents the most powerfull class of magic users – in his respective own class – professionwise.

He concentrates on either channeling, essence or mentalism.
And delves only into one of these different kinds of magic, intensely and with dedication, all his life long. 

His profession has got the advantage, that even a personally not predestinedly abled candidate to grasp the trade of the good ole ‚age honoured trade‘ will soon come to higher powers in his own professionwise lores of magic.

With a basic stat bonus for his magic primary ability ( reflecting his grade of might ) of up to + 4 he is extra-ordinarily potential as magician.

Like all magic users of hybrid or pure nature he cannot use combat skills, except one single weapon – with a penalty of up to – 3 as well ( just as the hybrid spell casters ) but he is still in possession of most spells, of most spell lists and highest level if he starts.( all settled upon one, professional based magical kind of spell realm )

This makes the pure magicians the purest, most specialized and classical class of magicians known in the whole world.
May it be Druids, Shamen, Healers or Astrologers using pure Channeling;
May it be Magicians, Elemental Mages, Ilusionists and Wizards ( or Alchemists ) using pure essence; Or Mentalists, Monks, Seers or Sages using pure Mentalism.


And once again an overview over the professions of Madrumah:

- Non Spell Users –

- Warriors: ( experts in combat )

- Soldier, Warrior, or Mercenary
- High Warrior Monk
- Gladiator
- Bashkar, Berserk or ‚Giant Slayer‘ ( only suited to barbarians, cultic natives, dwarven and orcs )

Pure Fighters:

- Barbarian, Fighter
- Death Dancer / Warrior Monk

Fighting Orientated Professions:

- Rogue, 'Brawligan' / Thug
- Bounty Hunter, Protagonist, Crossbowslinger
- Scout
- Bard
- Templar
- Knight
- Hitman / Assassin / Spy
- Monster Hunter
- Noble Fighter
- Footpad, Highway man, Bandit or Outlaw
- Racketeer ( with Rogue direction )
- Gypsy ( wth Rogue direction )
- Cave Fighter
- Trickster
- ‚Avenue‘ / ‚Lane Fox‘ ( Bawd with Rogue direction )

- And everything else inbetween Fighter, Thief and Ranger, or equal to Rogue or Scout! -

Semi-Fighting Professions:

1) Fighting Orientated Expert Profession:

- Thief ( or Burglar )
- Ranger

2) Mix of Fighting Orientated Profession and ORDINARY professions ( as to see below as next point )

Ordinary Professions:

- Hunter
- Herdsman
- Muleskinner, Beggar, ‚Good-For-Nothing‘ / Day Labourer and ‚Jack of Much Trades‘ who earns his money only sometimes by opportunity, or Vagabond
- Hawker, Student, Raconteur or Runner
- Fisherman
- Gamekeeper
- Poet / Writer or Scribe
- Pharmacist / Shop Owner
- Clerical Server
- Railway Worker
- Physician
- Sapper
- Counterfeiter
- Saboteur / Partisan / Guerilla
- Coachman
- Squire
- Prospector
- Agitator
- Pilot
- Minstrel
- Herdsman
- Artisan, Settler or Farmer
- Fortune Teller, Gypsy or Chiromancy / Palmist
- Freelance
- Outrider
- Showman, Entertainer
- Gunner
- Lawyer
- Caravan Driver
- Militia Man / Town- or City Guard / Nightwatcher
- Rustler
- Pioneer
- Circus- / Travelling Carnival or Zoo- Crew Member
- Racketeer
- Exciseman
- Herbalist
- Hypnotist
- Targeteer
- Judicial Champion
- Scientist
- Wrestler, Contortionist or Acrobat
- Artillerist
- Non magical Quack, Fraud or ‚Wonder Doctor‘ ( selling fake potions and such )
- Bawd ( normal )
- Counterfeiter
- Jester, Jailor or Harbour Labourer
- Duellist
- Non magical Witch Hunter
- Servant
- Purse Cutter/ Pocket Thief
- Navigator or Engineer
- Scriptmaker / Copier of Books and Documents / Mapmaker
- Explorer
- Non magical Bard, Skaldic Singer or Minstrel
- Slaver, Torturer, Toll Keeper
- Seaman or Sailor
- Road Warden, Rat Catcher, Grave Robber or Tomb Robber
- Demagogue, Herbalist, Wizard’s or Alchemist’s Apprentice
- Scholar
- Prospector
- Sheriff, Marshall, Railway-Marhsall or Deputy


Spell Using Professions:

Semi Spell Users:
( who combine the arts of combat with that arts of magic, both )

- Beastmaster / Animal Tamer
- Ranger ( 'Kaelaar' )
- Paladin
- Delver / Construct Maker
- Ninja / Nightblade
- Warrior Mage
- Magic Using Bard
- Noble Warrior
- Monk
- Dervish
- Magic Using Joker ( Mix of ‚Thief‘ and ‚Bard‘ )
- Magic Using Witch Hunter / Excorcist
- Magical Detective
- Magical Fraud
- Noble ‚Jealliante‘ ( magically gifted trader of curiosities and magical items and catcher of mythical beasts )

- Dragon Champion of Daevralaz / ‚Drac-Warrior‘
- Magical Terminator
- ‚Lucky Fly‘ ( Magical Crook or Thief )
- Monster Tamer
- Oriental Fakir

Hybrid Magicians:
( who use two of three different realms of magic, channeling magic, essence magic and mentalism magic )

- Mystic
- Witch

- Charlatans / Rogue Mages:

1) ‚Quack‘ Rogue Mage ( Miracle Healer, who - not always with 'clean slates' and by upright methods )
2) ‚Miraculus‘ Rogue Mage ( Miraculusses mainly perform shows with animal trainings, acting-shows as illusionist, casting magical surprise effects to impress the paying watchers and show slight hand tricks, a self-made man, who earns his money not always honestly as entertainer )
- Sorceror
- Crystal Mage
- Shape Changer ( Chameleon Mage )
- ‚Houri‘ ( Love, Charm and Enthralling Mage )
- Crystal Mage
- Dream Traveller

Evil: Evil Sorceror, Warlock, Necromancer / Death Mage, evil witch, Monster Maker / ‚Mutator‘ ( Creator of Monsters and Necromany, Metamorphosis Magician, Entity Master and Dark Summoner )

Pure Magicians:

CHANNELING:

- Nature and Tree Summoner
- Druid
- Animist
- Shaman / Ritual Priest ( 'Horlaa' )
- Cleric
- Moon Gode / Moon Mage
- Ceremonial Priest
- Healer
- Astrologer

- Voodoomaster ( very rare )

Supermighty: Lord Druid / Wood God High-Druid of the Golden Staff

Evil: Evil Cleric, Evil Voodoomaster

ESSENCE:

- Pure Magician, Illusionist or Elemental Mage
- Conjuror / Pentamancer, Rune Master, Sage
- Self-Enchanter / ‚Arbitrary Mage‘ ( expert in spell chance and ‚Dance Magic Dance!‘ rituals )
- Alchemist
- Magicus / Doctor of Magic / Wizard

- Supermighty: Arch Mage

Evil: Sorceror, Evil Magician

MENTALISM:

- Mentalist
- Monk
- Seer
- Telepath
- Sage
- Magus / Kabbalist
- Lay Healer
- Riddler Master
- Wood Mentalist of the Kirrn ( Ranger based Builders of Mind Bridges, Mental Influencers of Nature and trance empowered Increasers or Wood Lores )

Supermighty: PSI-Lord, Psychonaut, Lord Mentalist, Lord Dream Traveller

Evil: Evil Mentalist

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