There are several specialized vocations and backgrounds within this gaming system. GMs can use those presented here, ignore those they do not like, add new ones, and/or alter some to fit their campaign/game world. Game balance should be observed in all cases. As a general rule, the primary four vocations, Warrior/Fighter (Martial Competence Vocation), Rogue/Thief (Stealthy Pilfering Vocation), Mage/Wizard (Arcane Training Vocation), and Priest (Piety Devotion Vocation), should not be diminished by the use of Specialized Vocations presented here or those created by the GM. Further, the number of specialized vocations in a given adventuring group should not exceed 50% of the number of players. Doing so often injects inner party conflict as specialized vocations require a determined, usually unyielding, mindset. Specialized vocations are typically more difficult to play and should be avoided by novice players. Only ONE specialized background or vocation is permitted per character.
Some specialized backgrounds and vocations are race-specific and CANNOT be taken by members not of that race. Many of the specialized vocations have prerequisites which often cannot be met at character generation forcing a character to develop a character towards a given specialized vocation after the game starts. This forces players to role-play the motivations to achieve these vocations. It also provides the GM with a role in developing a given mindset, adventures, and possibly even pivotal situations that may lead a character in a given direction. Below are some specialized vocations, with an overview of requirements, granted abilities, and role-play considerations.
Whenever possible, specialized vocations should be built atop existing vocations; only Tier-0 talents/enhancements must be taken at character generation. The remainder CAN be developed after character generation. Such advancements can be achieved/completed after the game starts. This provides insight and growth into the character's mindset and allows the GM to guide and help the player reach the desired goal. Of the individuals within a given game world, only about 20% to 30% possess actual standard vocations. Of those, only 1% or at most 2% possess specialized backgrounds or vocations. If a city has a population of 5,000 individuals, about 1,250 of them will have actual standard vocations. Of those, 12 to 20 will have specialized vocations. The remaining 3,750 will not possess any vocations making up the peasant class consisting of laborers, farmers, surfs, and the like.
Individuals that possess a specialized vocation rarely choose or progress to another vocation. They have too much invested in the specialized vocation to be tempted/interested in other vocations. Talent-based specialized vocations fall into this philosophy; backgrounds do not. The backgrounds and vocations presented below are sometimes called ‘kits.’