Against the Darkmaster · System Reference

Character

Vocations

A Vocation represents a character's profession, training, and role in an adventuring party. Vocations are chosen during character creation and define the pace at which a character grows: each level, a character receives a fixed number of Development Points (DPs) per skill category, which they spend to increase individual skills within that category.

Each Vocation also grants Vocational Bonuses — flat bonuses to specific skills applied once at character creation, representing the foundation of the character's training. Some Vocations (Warrior, Wizard, Animist, Sage) grant fixed bonuses; others (Rogue, Champion, Dabbler) use a choice-based system for Combat skills. Magical Vocations grant Magic Points per level, a bonus to all accessible Spell Lores, and access to specific Spell Lore paths.

Development Points

Each level, a character receives Development Points in each skill category according to their Vocation. Spending 1 DP always increases a skill rank by 1. DPs can only be spent within their designated category.

Skill categories are: Armor, Combat (Blunt, Blades, Ranged, Polearms, Brawl), Adventuring (Athletics, Ride, Hunting, Nature, Wandering), Roguery (Acrobatics, Stealth, Locks & Traps, Perception, Deceive), Lore (Arcana, Charisma, Cultures, Healer, Songs & Tales), Body, and Spell Lores.

Category Warrior Rogue Wizard Animist Champion Dabbler Sage
Armor2100210
Combat5301322
Adventuring4412332
Roguery2511033
Lore0154116
Body2100210
Spell Lores0055332

Warrior

Warriors are masters of arms and combat. They possess unparalleled skills in fighting with all kinds of weapons, both melee and ranged, as well as in unarmed combat. The Warrior is the most straightforward Vocation for players who want to wade into the thick of battle and cut down the Darkmaster's minions with steel and grit.

CategoryDPVocational Bonuses
Armor2
Combat5Blunt +20 · Blades +20 · Ranged +20 · Polearms +20 · Brawl +20
Adventuring4Athletics +10 · Ride +10 · Hunting +5 · Nature +5 · Wandering +5
Roguery2
Lore0
Body2Body +15
Spell Lores0

Magic: Non-magical. No MP per level, no Spell Lore access.

Rogue

Rogues are adept at disguise, stealth, and subterfuge. They can go unnoticed in a crowd or move silent and unseen like deadly shadows. Whether picking pockets in a crowded marketplace, slipping past a guard post, or putting an arrow through a vulnerable target from concealment, the Rogue is indispensable in any adventuring party.

CategoryDPVocational Bonuses
Armor1
Combat31st Skill Choice +10 · 2nd Skill Choice +5 · 3rd Skill Choice +5
Adventuring4Athletics +5 · Ride +5 · Hunting +5 · Nature +5 · Wandering +5
Roguery5Acrobatics +20 · Stealth +20 · Locks & Traps +20 · Perception +20 · Deceive +20
Lore1
Body1Body +5
Spell Lores0

Skill choices are from: Blunt, Blades, Ranged, Polearms, Brawl.

Magic: Non-magical. No MP per level, no Spell Lore access.

Wizard

Wizards are adept at sorcerous skills, always immersed in their studies of dusty tomes and moldy scrolls, seeking enlightenment and trying to uncover the deepest secrets and mysteries of magic. Wizards are the most powerful spellcasters in the game, gaining the highest MP per level and access to a broad array of Eldritch Spell Lore paths.

CategoryDPVocational Bonuses
Armor0
Combat0
Adventuring1
Roguery1Deceive +5
Lore5Arcana +15 · Charisma +10 · Cultures +15 · Healer +5 · Songs & Tales +10
Body0
Spell Lores5+15 (all accessible)

Magic: 3 MP per level. Accessible Spell Lore paths: Detections, Earth & Mould, Eldritch Fire, Eldritch Frost, Eldritch Hand, Eldritch Might, Eldritch Movements, Eldritch Storm, Eldritch Tide, Eldritch Visions, Eldritch Wards, Enchantment, Illusions, Mind Control, Sounds & Light.

Animist

An Animist is a shaman, a druid, a spirit-monger. Animists above all know the Secret Name of any thing that lies upon the world under the endless skies. Where Wizards command magic through force of knowledge and will, Animists work in harmony with the living world, channeling the power of nature and spirits. They are unmatched healers and masters of nature magic.

CategoryDPVocational Bonuses
Armor0
Combat1
Adventuring2Hunting +5 · Nature +15 · Wandering +5
Roguery1Perception +5
Lore4Arcana +10 · Charisma +5 · Cultures +5 · Healer +20 · Songs & Tales +5
Body0
Spell Lores5+10 (all accessible)

Magic: 2 MP per level. Accessible Spell Lore paths: Aspects of Nature, Channeling, Chanting, Cleansing, Communion, Earth & Mould, Healing, Lore of Nature, Master of Animals, Master of Plants, Miracles, Movements of Nature, Nature's Path, Soul Soothing, Sounds & Light.

Champion

Champions are mystical fighters, trained both in the way of the sword and the magical arts. A Champion could come from a secluded mountain monastery, a sacred knightly order, or any tradition that weaves martial discipline together with spiritual or magical power. They are not as formidable in combat as a Warrior, nor as powerful in magic as a Wizard or Animist, but their blend of abilities makes them uniquely versatile.

CategoryDPVocational Bonuses
Armor2
Combat31st Skill Choice +15 · 2nd Skill Choice +10 · 3rd Skill Choice +5
Adventuring3Athletics +10 · Ride +10 · Hunting +5 · Nature +5 · Wandering +5
Roguery0
Lore1Arcana +5 · Charisma +10
Body2Body +5
Spell Lores3+5 (all accessible)

Skill choices are from: Blunt, Blades, Ranged, Polearms, Brawl.

Magic: 1 MP per level. Accessible Spell Lore paths: Aspects of Nature, Chanting, Commanding Presence, Eldritch Hand, Eldritch Might, Heroic Defense, Nature's Path, Weapon Mastery.

Dabbler

Of all Vocations, Dabblers are the most versatile and eclectic, merging mundane skills of exploration and stealth with magical arts. Where the Champion blends combat and magic, the Dabbler blends subterfuge and magic. They are skilled infiltrators and scouts who add a touch of arcane unpredictability to any group.

CategoryDPVocational Bonuses
Armor1
Combat21st Skill Choice +5 · 2nd Skill Choice +5
Adventuring3Athletics +5 · Ride +5 · Wandering +5
Roguery3Acrobatics +15 · Stealth +15 · Locks & Traps +10 · Perception +10 · Deceive +10
Lore1Arcana +5 · Charisma +5
Body1
Spell Lores3+5 (all accessible)

Skill choices are from: Blunt, Blades, Ranged, Polearms, Brawl.

Magic: 1 MP per level. Accessible Spell Lore paths: Detections, Eldritch Secrets, Illusions, Mind Control, Movements of Nature, Skirmishing Mastery, Sounds & Light, Trickery.

Sage

Sages are learned men and women, wise counselors and masters of lore. They possess great oratory skills and vast knowledge, encompassing subjects both esoteric and mundane. Even if they cannot hope to compete with Animists and Wizards in raw magical power, Sages are also versed in the magical arts, learning and casting Common Spells with relative ease. Play a Sage if you want to be the brain or the face of the party, using wisdom, charisma, and knowledge to resolve or avoid difficult situations.

CategoryDPVocational Bonuses
Armor0
Combat2
Adventuring2Nature +20
Roguery3Perception +20 · Deceive +10
Lore6Arcana +20 · Charisma +20 · Cultures +20 · Healer +20 · Songs & Tales +20
Body0
Spell Lores2

Magic: 1 MP per level. No Spell Lore bonus. Sages have access to Common Spell Lores only.