Basic Occupation: Hunter 

Description: In the thick woods it is hard to find a suitable place for farmland, and so, hunting is a primary form of food gathering. Hunters are hearty individuals who know how to take care of themselves. One never knows whether the hunt will lead to a more or less harmless deer, or a ferocious wild cat.

How to play: 

Suggested Trappings:

Income: 5 Crowns (paid at check in)  Reference the Guild Prices Sheet, they recommend prices that will allow you to make a fair profit with your components.

Skills:

Butcher - You receive 6 Butcher Tags per Event. Each time you roleplay butchering an Animal (Must be unintelligent, not using weapons, speaking, etc.), you can activate one tag, as either one unit of Food or one unit of Cloth (hide). Only one person can butcher any given animal.

Pathfinding -  You can find your way to distant locations within the forest, navigating the many treacherous paths of the Mystwood. This is a “plot skill”- it does nothing during events, but if you submit a Post Event Letter within two weeks of the event, you may indicate 3 locations, in order of preference, that you would like to find your way to.

Examples could be “The ruins we visited where we found the six eyed hag”, “The goblin encampment I’ve heard rumors about”, “Any stone monolith”. You can also choose to search for certain monsters or persons- “A medusa” or “The bandit Chief Bolo the Red”. The success of your search is up to the Staff and depends on available time, how much information you have to guide your search, and how reasonable your goal is. In some cases you may gain some information but not actually locate anything. If you are successful, a Grey Wanderer will seek you out when it is time to journey to the adventure in question AT THE NEXT EVENT YOU ARE PREREGISTERED FOR. This is very important- unless you sign up for an event, no adventure will be planned.

Production (2 Food) - You are able to gather, harvest or otherwise obtain Components or Materials of the indicated type between events (for example “5 Metal”). Your production will be provided to you at check in. You may need to advise the Staff at that time. 

Scavenge Arrows - Allows you to shoot 5 arrows (packets) using a bow per Renew, even if you do not have an Arrows tag.

Weapon Specialization (Bow, Normal Crossbow) - You gain one additional Special Attack per Renew with the indicated weapon type. You must have a Gift which provides Special Attacks to make use of this. 

Wear Armor (1) - Allows you to wear X Armor Points, which add to your Hit Points. In order to gain these points, you must actually be wearing enough realistic looking armor to warrant it- see the Armor section on pg 18. Purchasing this skill with Moonstones provides the ability to wear 1 Armor Point for each purchase, which stacks with your Occupation. A character with an Occupation which cannot wear armor would thus get Wear Armor (1), while a Town Guard would have a total of Wear Armor (4).

Woodwise - You may read Flags marked Woodwise, which represents your ability to commune with nature, and see things others may miss.