Nightcats:Careers
Careers
[edit]Careers describe what a character has done to survive in Jhelum. They represent training, lived experience, habits, contacts, and the quiet skills learned through hardship.
Good Boons/Good Flaws: Each Career lists Good Boons and Good Flaws. These are not required. Consider them suggestions—traits that will shape the character.
• Good Boons are advantages often learned or earned in that career
• Good Flaws are habits, enemies, or burdens that tend to follow it
Assassin
[edit]
Some men kill in battle. Assassins kill when no one is watching.
The Assassin does not fight—they *end* things.
They are trained in stalking, disguise, poison, and the patient study of victims. An Assassin learns routines, habits, fears, and weaknesses before ever striking.
In play, this career applies when:
- Shadowing targets unnoticed over long periods
- Disguising identity or assuming false roles
- Using poison, subtle weapons, or silent kills
- Studying habits, entrances, and vulnerabilities
- Infiltrating guarded locations unseen
An Assassin wins before the blade is drawn.
Good Boons: Cutthroat, Many Faces
Good Flaws: Hunted, Cold-Bitten
Bandit
[edit]
There are roads in Jhelum. That is why there are bandits.
The Bandit lives between civilization and wilderness.
They know how to choose ground, strike fast, and vanish before reprisal. Roads, caravans, and isolated travelers are their trade.
In play, this career applies when:
- Setting ambushes or choosing terrain for attack
- Intimidating travelers or extracting tribute
- Moving quickly through rough terrain
- Identifying valuable caravans or weak escorts
- Working within loose outlaw bands
Bandits do not seek fair fights—only profitable ones.
Good Boons: War Cry, Relentless
Good Flaws: Greedy, Wanted
Beastmaster
[edit]
Animals do not lie.
The Beastmaster understands creatures better than people.
They read posture, scent, and instinct. They calm, train, and command beasts—whether hunting cats, jungle apes, or great working animals.
In play, this career applies when:
- Calming, handling, or directing animals
- Reading animal behavior and warning signs
- Training beasts for labor, war, or companionship
- Tracking creatures through signs and spoor
- Surviving in the wilderness alongside animals
Animals trust what men often do not.
Good Boons: Beast-Friend, Jungle Born
Good Flaws: Soft-Hearted, Superstitious
Beggar
[edit]
A beggar sees everything. No one sees the beggar.
The Beggar survives beneath notice.
They know the streets, the alleys, the scraps of rumor and truth that fall between the feet of the powerful.
In play, this career applies when:
- Gathering rumors, gossip, and street knowledge
- Blending into crowds by being ignored
- Identifying safe places, hidden routes, and dangers
- Reading people through scraps of behavior
- Surviving with nothing
A Beggar knows the city better than its rulers.
Good Boons: Gutter Rat, Sixth Sense
Good Flaws: Gullible, Ill-Reputed
Blacksmith
[edit]
Iron remembers the hand that shapes it.
The Blacksmith shapes the tools of the world.
They understand metal, heat, and force. Weapons, armor, tools—all pass through hands like theirs.
In play, this career applies when:
- Forging, repairing, or assessing weapons and armor
- Judging the quality of metalwork
- Using heavy tools or brute force labor
- Understanding how things break—and how to fix them
A Blacksmith knows what steel can—and cannot—do.
Good Boons: Brawny, Tools of the Trade
Good Flaws: All Thumbs, Arrogant
Bodyguard
[edit]
Some lives are worth more than others. Yours is not one of them.
The Bodyguard lives to keep another alive.
They read threats before they emerge, placing themselves between danger and their charge without hesitation.
In play, this career applies when:
- Spotting hidden threats or ambushes
- Positioning defensively in combat
- Assessing danger in crowds or unfamiliar places
- Managing routes, exits, and safe positions
- Anticipating hostile intent
A Bodyguard’s success is measured by another’s survival.
Good Boons: Sixth Sense, Hard to Kill
Good Flaws: Honor-Bound, Hunted
Burglar
[edit]
Walls, locks, and darkness are tools like any other.
The Burglar works in silence and patience.
They study homes, climb walls, slip locks, and move through shadows where others would stumble.
In play, this career applies when:
- Climbing, breaking in, or bypassing barriers
- Moving silently in enclosed spaces
- Studying guard patterns and household routines
- Identifying valuable goods in a residence
- Planning careful thefts
A Burglar succeeds before anyone knows they were there.
Good Boons: Sneaky, Case the Place
Good Flaws: Wanted, Greedy
Caravan Guard
[edit]
Gold moves. So do those who would take it.
The Caravan Guard lives on the road.
They endure long journeys, protect valuable cargo, and remain alert to threats that emerge without warning.
In play, this career applies when:
- Keeping watch over long durations
- Spotting ambushes or suspicious movement
- Fighting defensively to protect others
- Managing camp routines and travel security
- Recognizing caravan practices and dangers
The road teaches vigilance—or kills those who lack it.
Good Boons: Sixth Sense, Hard to Kill
Good Flaws: Hunted, Reckless
Caravan Trader
[edit]
Everything has a price.
The Caravan Trader moves goods across the world.
They understand value, negotiation, and the fragile web of trust that keeps trade alive.
In play, this career applies when:
- Bargaining, haggling, and closing deals
- Organizing cargo, routes, and supply chains
- Assessing goods and pricing quickly
- Navigating trade customs across regions
- Managing caravan logistics
Trade is risk—and reward.
Good Boons: Bazaar Tongue, Silver Tongue
Good Flaws: Greedy, Gold Fever
City Guard
[edit]
The law wears a face—and you have seen it up close.
The City Guard enforces order—such as it is.
They know criminals, streets, and the uneasy balance between authority and corruption.
In play, this career applies when:
- Identifying criminal behavior or deception
- Enforcing rules, laws, or authority
- Patrolling and reading urban environments
- Handling disturbances or interrogations
- Recognizing underworld activity
A Guard knows the city’s cracks—and who lives in them.
Good Boons: Sixth Sense, Dread Presence
Good Flaws: Honor-Bound, Ill-Reputed
Courtesan
[edit]
A smile opens doors steel cannot.
The Courtesan trades in charm, beauty, and perception.
They move in high circles, gathering secrets and shaping desires with subtlety.
In play, this career applies when:
- Seducing, charming, or manipulating others
- Performing dance, music, or refined arts
- Navigating elite social settings
- Extracting secrets through intimacy or conversation
- Reading emotional cues
Desire is a weapon—and they wield it well.
Good Boons: Temple Dancer, Striking
Good Flaws: Lustful, Double Life
Crafter
[edit]
The hand remembers what the mind forgets.
The Crafter shapes the world through skill and patience.
Whether in wood, stone, metal, or paint, they understand how things are made, how they hold together, and how they fail. Their work may be humble or exquisite, but it is always deliberate.
In play, this career applies when:
- Building, repairing, or modifying objects
- Recognizing quality craftsmanship or structural weakness
- Working with tools, materials, and raw resources
- Designing or improvising practical solutions
- Appraising crafted goods or artistic work
A Crafter knows that everything made can be unmade.
Good Boons: Tools of the Trade, Artist's Eye
Good Flaws: Obsessive, Plain Spoken
Cutpurse
[edit]
A crowded street is a field ripe for harvest.
The Cutpurse thrives in chaos.
They steal in motion—hands quick, presence forgotten.
In play, this career applies when:
- Picking pockets or planting items
- Moving unnoticed through crowds
- Creating distractions
- Escaping pursuit in busy environments
A Cutpurse vanishes before the loss is felt.
Good Boons: Deft Hands, Gutter Rat
Good Flaws: Wanted, Shifty
Entertainer
[edit]
Crowds are as easy to read as open books.
The Entertainer lives by attention.
They command crowds, stir emotion, and shape perception through performance—song, dance, acrobatics, or spectacle. They know how to hold eyes, redirect focus, and turn a moment to their advantage.
In play, this career applies when:
- Performing to captivate or influence an audience
- Reading crowd mood and shifting it
- Creating distractions or drawing attention
- Moving gracefully or dramatically
- Navigating social spaces through charm
A good Entertainer controls the room—even when they pretend not to.
Good Boons: Artist's Eye, Silver Tongue
Good Flaws: Big Mouth, Lustful
Farmer
[edit]
The land gives. The land takes.
The Farmer knows the slow truths of the land.
They understand seasons, soil, animals, and the quiet labor that sustains life. Their knowledge is practical, grounded, and often overlooked.
In play, this career applies when:
- Working with crops, livestock, or basic tools
- Reading weather patterns or seasonal changes
- Surviving in rural environments
- Identifying edible plants or simple remedies
- Managing physical labor over long periods
A Farmer knows how to endure—and how to make something grow.
Good Boons: Sure-Limbed, Brawny
Good Flaws: Gullible, Out of Place
Healer
[edit]
Not all wounds bleed.
The Healer tends the body—and sometimes the spirit.
They know herbs, poultices, bones, and the fragile balance between life and death. Their work is slow, careful, and often thankless.
In play, this career applies when:
- Treating wounds, illness, or poison
- Identifying herbs and natural remedies
- Stabilizing injured allies
- Recognizing symptoms or causes of harm
- Providing care in difficult conditions
A Healer knows that survival is rarely clean.
Good Boons: Healing Hands, Leechwise
Good Flaws: Soft-Hearted, Ruin-Shaken
Hunter
[edit]
The jungle watches back.
The Hunter lives by the kill.
They track, trap, and strike prey in environments where one mistake means death. They understand terrain, silence, and patience.
In play, this career applies when:
- Tracking creatures or people through wilderness
- Setting traps or ambushes
- Moving silently through jungle or wild terrain
- Identifying animal signs and behavior
- Hunting for food or survival
The Hunter knows they are never the only predator.
Good Boons: Jungle Born, Keen Eyes
Good Flaws: Soft-Hearted, Ruin-Shaken
Laborer
[edit]
The world is built on backs like yours.
The Laborer endures the weight of the world.
They haul, dig, lift, and build. Their strength is earned through repetition and necessity, not glory.
In play, this career applies when:
- Performing heavy physical work
- Enduring exhaustion, strain, or harsh conditions
- Using simple tools effectively
- Understanding construction, hauling, or manual systems
- Pushing through pain and fatigue
A Laborer survives by continuing when others stop.
Good Boons: Brawny, Iron Thews
Good Flaws: Delicate, Slave to the Pipe
Mahout
[edit]
An elephant is trusted, not controlled.
The Mahout guides giants.
They form deep bonds with massive beasts, directing them through trust, ritual, and long familiarity.
In play, this career applies when:
- Handling large animals, especially elephants
- Directing beasts in travel, labor, or war
- Reading animal mood and intent
- Navigating terrain with animal support
- Maintaining and caring for great beasts
A Mahout does not command—they are obeyed because they are trusted.
Good Boons: Beast-Friend, Dread Presence
Good Flaws: Soft-Hearted, Superstitious
Merchant
[edit]
Coin is power made visible.
The Merchant understands value.
They know what things are worth—and how to make others agree.
In play, this career applies when:
- Negotiating deals or prices
- Assessing goods and wealth
- Managing trade relationships
- Recognizing scams or false value
- Navigating markets and commerce
A Merchant profits where others hesitate.
Good Boons: Bazaar Tongue, Reads the Lie
Good Flaws: Greedy, Ill-Reputed
Monk
[edit]
The body is a weapon. The will is the hand that wields it.
The Monk seeks mastery of self.
Through discipline, training, and philosophy, they hone body and spirit into a unified weapon.
In play, this career applies when:
- Performing feats of balance, agility, or control
- Enduring hardship through discipline
- Applying martial techniques with precision
- Resisting temptation or distraction
- Interpreting spiritual teachings
The Monk’s strength is chosen—not given.
Good Boons: Monkey Grace, Inner Fire
Good Flaws: Honor-Bound, Vow-Bound
Noble
[edit]
Power is learned early.
The Noble is born into authority.
They understand hierarchy, command, and the invisible rules that govern status.
In play, this career applies when:
- Commanding others or asserting authority
- Navigating court politics and etiquette
- Recognizing lineage, titles, and alliances
- Influencing through status rather than force
- Accessing elite spaces
A Noble expects obedience—and is often given it.
Good Boons: High Born, Commanding Presence
Good Flaws: Arrogant, Blood Feud
Pilgrim
[edit]
The road teaches what temples cannot.
The Pilgrim walks for purpose.
They travel not for profit, but for meaning—crossing lands, enduring hardship, and witnessing the world.
In play, this career applies when:
- Surviving long journeys on foot
- Navigating unfamiliar lands
- Enduring hardship and deprivation
- Recognizing holy sites or traditions
- Interpreting omens or signs
A Pilgrim carries their purpose with them.
Good Boons: Hard to Kill, Sixth Sense
Good Flaws: Obsessive, Superstitious
Pirate
[edit]
The river gives. The river takes. Pirates take first.
The Pirate lives by water and plunder.
They raid from boats, strike fast along riverways, and vanish into channels and reeds where others cannot follow.
In play, this career applies when:
- Fighting aboard boats or unstable footing
- Navigating rivers, currents, and hidden routes
- Boarding, raiding, or hit-and-run tactics
- Reading water conditions and hazards
- Intimidating through reputation and brutality
The river is their road—and their refuge.
Good Boons: River-Born, War Cry
Good Flaws: Greedy, Reckless
Pit Fighter
[edit]
The crowd wants blood. You give it to them.
The Pit Fighter survives by spectacle.
They fight not just to win—but to endure, to entertain, and to walk away alive.
In play, this career applies when:
- Fighting in tight quarters with brutal efficiency
- Grappling, brawling, or using improvised weapons
- Reading an opponent’s movement and intent
- Playing to a crowd or intimidating foes
- Enduring punishment and continuing
A Pit Fighter is shaped by violence—and watched while it happens.
Good Boons: Hard to Kill, Relentless
Good Flaws: Reckless, Big Mouth
Priest
[edit]
The gods are many. Not all are kind.
The Priest serves powers beyond the world.
They know rites, prayers, taboos, and the proper ways to speak to gods—or avoid their attention.
In play, this career applies when:
- Performing rituals or religious ceremonies
- Interpreting omens, dreams, or divine signs
- Recognizing cults, sects, or heresies
- Advising on spiritual matters
- Navigating temple hierarchies
A Priest knows that faith is never simple—and never safe.
Good Boons: Temple-Blessed, Omen Reader
Good Flaws: Wary of Sorcery, Honor-Bound
Raider
[edit]
Take what you can. Leave nothing behind.
The Raider fights as part of a warband.
They strike in numbers, overwhelm resistance, and leave devastation in their wake.
In play, this career applies when:
- Fighting in coordinated group assaults
- Using intimidation and shock tactics
- Moving quickly through hostile terrain
- Recognizing opportunities for plunder
- Operating within warband structures
Raiders do not linger—they take and move on.
Good Boons: War Cry, Relentless
Good Flaws: Reckless, Blood Feud
Rogue
[edit]
A quick smile, a quicker lie.
The Rogue survives by wit and charm.
They talk their way through danger, manipulate situations, and adapt faster than others can react.
In play, this career applies when:
- Lying, bluffing, or fast-talking
- Reading people and exploiting weaknesses
- Escaping trouble through cleverness
- Navigating criminal or gray-market dealings
- Improvising solutions under pressure
A Rogue wins by never playing fair.
Good Boons: Silver Tongue, Many Faces
Good Flaws: Shifty, Wanted
Sailor
[edit]
The river decides.
The Sailor lives at the mercy of water.
They understand currents, winds, vessels, and the dangers that lie beneath the surface.
In play, this career applies when:
- Piloting or managing boats
- Reading water, weather, and currents
- Handling ropes, sails, and rivercraft
- Surviving storms or water hazards
- Navigating known and unknown routes
A Sailor respects the river—or drowns in it.
Good Boons: River-Born, Sixth Sense
Good Flaws: Landlubber, Slave to the Pipe
Scholar
[edit]
Knowledge is power.
The Scholar collects and interprets knowledge.
They read, remember, and connect ideas others overlook.
In play, this career applies when:
- Recalling lore, history, or obscure facts
- Reading ancient texts or languages
- Interpreting symbols, scripts, or records
- Identifying cultural or historical context
- Analyzing problems through knowledge
A Scholar sees patterns where others see noise.
Good Boons: Learned, Reads the Lie
Good Flaws: Obsessive, Wary of Sorcery
Scout
[edit]
You see them before they see you.
The Scout moves ahead of danger.
They observe, report, and survive where others would be lost or killed.
In play, this career applies when:
- Reconnaissance and forward observation
- Moving silently through terrain
- Spotting hidden threats or ambushes
- Navigating wilderness or hostile areas
- Reporting information quickly and accurately
A Scout survives by staying unseen.
Good Boons: Sixth Sense, Sneaky
Good Flaws: Reckless, Hunted
Scribe
[edit]
Ink outlives steel.
The Scribe records the world.
They copy, preserve, and interpret written knowledge, often serving those who cannot read or write.
In play, this career applies when:
- Writing, copying, or translating texts
- Maintaining records or accounts
- Recognizing official seals or documents
- Interpreting written information
- Navigating bureaucratic systems
A Scribe shapes what is remembered.
Good Boons: Learned, Reads the Lie
Good Flaws: Ill-Reputed, Wary of Sorcery
Sellsword
[edit]
Loyalty is rented.
The Sellsword fights for coin.
They have served many masters, learned many ways of war, and survived them all.
In play, this career applies when:
- Fighting in organized or chaotic combat
- Assessing threats and tactics
- Maintaining weapons and gear
- Negotiating contracts or pay
- Operating within military structures
A Sellsword trusts coin more than loyalty.
Good Boons: War Leader, Hard to Kill
Good Flaws: Blood Feud, Reckless
Shaman
[edit]
The Shaman does not command power—they negotiate with it, speaking to spirits of tree, river, wind, and stone, and reading in sickness or misfortune the signs of something offended, hungry, or watching too closely.
- Interpreting omens, dreams, and signs in the natural world
- Appeasing, bargaining with, or warding off spirits
- Preparing ritual brews, incense, or protective markings
- Identifying places that are sacred, dangerous, or watched
- Guiding others safely through the unseen rules of the Mahāraṇya
They do not wield the Secret Fire, but bargain with what is already present, their brews and smokes not mere mixtures but agreements made tangible—things asked to act, and willing, for now.
Good Boons: Sixth Sense, Spirit-Touched
Good Flaws: Superstitious, Marked
Slave
[edit]
Survival is its own skill.
The Slave has lived under the will of others.
They have endured hardship, learned obedience when necessary, and observed the systems that bind people.
In play, this career applies when:
- Enduring pain, hunger, or exhaustion
- Understanding slave systems and hierarchies
- Performing forced labor (fields, mines, hauling)
- Reading masters and avoiding punishment
- Recognizing opportunities to escape or resist
A Slave survives by knowing when to endure—and when to act.
Good Boons: Hard to Kill, Slippery
Good Flaws: Hunted, Obsessive
Smuggler
[edit]
There is always a way around the law.
The Smuggler moves what should not be moved.
They know hidden routes, false compartments, and how to avoid attention.
In play, this career applies when:
- Concealing goods or bypassing inspections
- Navigating illegal trade routes
- Avoiding authorities or checkpoints
- Identifying black market opportunities
- Transporting contraband safely
A Smuggler thrives where rules exist.
Good Boons: Gutter Rat, Sneaky
Good Flaws: Wanted, Shifty
Soldier
[edit]
Orders first. Questions later.
The Soldier is trained for war.
They understand discipline, formation, and the brutal simplicity of command.
In play, this career applies when:
- Fighting in organized combat
- Following or issuing orders
- Maintaining discipline under stress
- Recognizing military tactics and structure
- Operating in unit cohesion
A Soldier survives by doing what must be done.
Good Boons: War Leader, Hard to Kill
Good Flaws: Honor-Bound, Arrogant
Sorcerer
[edit]
Power always has a cost.
The Sorcerer traffics in forbidden knowledge. A Sprcerer must choose a Path to follow, which gives them access to two domains of particular sorcerous effects. For example, the Curse Path gives access to the Harm and Transform domains. For more information on working sorcery, click here.
They bargain, study, and risk themselves to wield forces that should not be touched. And sorcery is never free.
In play, this career applies when:
- Casting or understanding sorcery
- Recognizing magical effects or rituals
- Bargaining with unseen forces
- Interpreting occult symbols or knowledge
- Sensing unnatural presence
Note that in order to take ranks in the Sorcerer career, a character spend at least one rank in the Sorcerer's Apprentice career (that is, Apprentice 1).
Good Boons: Inner Fire, Scent of Sorcery
Good Flaws: Cursed, Fire-Touched
Sorcerer's Apprentice
[edit]
Mop the floor. Seek the secrets.
The Apprentice serves power they barely understand.
They assist, observe, and learn fragments of dangerous knowledge.
In play, this career applies when:
- Assisting in rituals or magical work
- Recognizing basic sorcerous practices
- Performing minor magical tasks
- Handling strange tools and components
- Surviving proximity to dangerous magic
An Apprentice knows just enough to be in danger.
Good Boons: Inner Fire, Scent of Sorcery
Good Flaws: Half-Learned Arts, Fire-Touched
Sorcerer's Apprentice 1 is required to take any ranks in the Sorcerer career.
Spy
[edit]
Secrets are more valuable than gold.
The Spy gathers what others hide.
They infiltrate, observe, and extract information without being noticed.
In play, this career applies when:
- Infiltrating groups or locations
- Gathering and relaying information
- Maintaining cover identities
- Reading deception and intent
- Navigating espionage networks
A Spy survives by never being known.
Good Boons: Many Faces, Sneaky
Good Flaws: Hunted, Double Life
Street Knife
[edit]
In the alleys, speed matters.
The Street Knife fights where rules do not apply.
They strike fast, dirty, and without hesitation.
In play, this career applies when:
- Fighting in close, chaotic environments
- Using improvised or small weapons
- Intimidating or dominating street-level threats
- Surviving urban violence
- Reacting quickly under pressure
A Street Knife wins by ending the fight first.
Good Boons: Brawler, Gutter Rat
Good Flaws: Hot-Headed, Wanted
Temple Guard
[edit]
The gods have servants. You are one.
The Temple Guard protects sacred ground.
They enforce divine order and guard places others fear to enter.
In play, this career applies when:
- Defending fixed locations or entrances
- Recognizing sacred protocols and taboos
- Identifying threats within holy spaces
- Maintaining vigilance over long periods
- Enforcing religious authority
A Temple Guard serves both mortal and divine masters.
Good Boons: Temple Insider, Hard to Kill
Good Flaws: Wary of Sorcery, Honor-Bound
Tempter
[edit]
Everyone wants something.
The Tempter exploits desire.
They manipulate, seduce, and guide others toward choices they will regret.
In play, this career applies when:
- Manipulating emotions or desires
- Seducing or persuading targets
- Identifying weaknesses in others
- Steering decisions subtly
- Creating moral compromise
A Tempter does not force—they *invite*.
Good Boons: Striking, Silver Tongue
Good Flaws: Lustful, Shifty
Tomb Robber
[edit]
The dead keep their treasures well.
The Tomb Robber steals from the past.
They brave traps, curses, and forgotten places in search of wealth.
In play, this career applies when:
- Exploring ruins and ancient sites
- Detecting or avoiding traps
- Identifying relics or valuables
- Navigating underground spaces
- Surviving cursed environments
The dead do not give up their treasures easily.
Good Boons: Sixth Sense, Case the Place
Good Flaws: Ruin-Shaken, Cursed
