Professions

Still work in progress and will add as needed. Current players will not have time to grasp a solid enough foundation to learn a profession. With that said a player can notify DM of interest will be and its possible for the character to pick up or seek out the beginning steps of learning a professions.

Below is a Breakdown of professions that are available to players. Currently players are only able to learn information on Root professions (Bolded). Specialties are below are shown to give players an idea of the possibilities.

*Note to players: Due to the circumstances around many patterns and designs being lost due to the calamity. Linage of knowledge remains the only way to certify that some one has the ability and information they claim. ***This is a very very similar to jujitsu/certain Martial arts ***

Professions skill ranks are (number of known of each rank) :

  • Novice (too many to count)

    • recently acquired very basic directions in the profession.

    • Able to attempt simple designs or projects.

    • There are no stat or background requirements at this level.

  • Apprentice (~25-50m)

    • Self appointed. Typically those who take on this role are socially expected to be able to preform basic patterns and projects with easy. It is also some what expected for that player to be associated with a guide or business.

    • Characters at this rank may attempt projects outside there skill rank at a penalty. This may be restricted to character stats.

    • Character learns to stabilize a project allowing them to take several days to complete. If poorly rolled progress can be lost. If a significant event occurs during the crafting attempts all progress may be lost.

  • Journeyman (~20k)

    • Must be granted this rank by Adept and above.

    • Character may have 2 projects however one must be minor and completable in a single craft.

    • Further training on stabilization of projects, Less likely to loose progress on failures and length between attempts.

  • Adept(~500)

    • Must be granted by Artisan and endorsement from royalty, nobility, guild or prestation of artisan level work.

    • May have a long term project that is unimpeded by lower level crafts.

    • Stabilization further reduces loss of progress due to time. Able to leave detailed instructions for journeymen to follow. No loss on failures unless below threshold.

  • Artisan(~0-10)

    • Rank granted by unknown process. Has had no new Artisan crafters since Calamity.

    • Can create blueprints for apprentice and above to grant bonuses to craft roll

    • Stabilization has advanced to the point where the crafter may go years between projects with no loss of progress. No loss of progression on failures. Threshold reduces the quality roll.

    • Can create branches of current projects that allows for a second version of item to be made at an accelerated rate.

  • Master Artisan (?)

    • ?????

    • ??????

    • ??????

    • ??????

  • Grandmaster Artisan (?)

    • Last known was GMA was Vice - Chancellor Yanoth Venro

      • Passed due to illness associated to the calamity


Crafting Mechanics:

  • Each project has a unique base DC with modifiers that are adjusted based off of several criteria such as character profession level, character back story, previous attempts and a few other hidden modifiers.

  • Crafters must attempt craft in a suitable location. The higher the distraction level of the surrounding the higher the DC will be.

  • Some Crafts may require days to complete yet can be completed using the first roll. EX: a Healing potion brewing can take several days depending on the quality. However, only the initial roll is needed to determine success.

  • The base roll:((D10 x 3 )x crafter level) +Success modifier(2 for each to the max of 10) + failure modifier(1 for each to the max of 10) +/- (Dm number)

  • An example craft: Jonny the novice (x1 to dice) alchemist wants to attempt to make a cauldron of healing potion serum. Jonny read a book and his dad knows a guy. He has tried 6 times this week with only one success. DC to successfully complete the cast for Jonny is 30 (base 150)

    Using the base roll, and other modifiers, we know jonny will have to roll at least 23 on 3d10. Success is possible with an average of 7.6 on each dice but with every failure and sucess will reduce that number more significantly

Determining threshold:
TBA

Determining outstanding success or devastating failure.

TBA

Alchemist

A focus on the combinations of organic/inorganic matter and how it impacts the kith mind, body and spirit.

Specialties:
Chemist (Poisons and functions)
Brewer (potion master)

Blacksmith

The art of taking raw unfinished materials and creating something useful.

Specialties:
Warsmith (Armor and weapons)
Carpentry (Siege weapons)
Jeweler ( accessories)


Enchanter

Enriching a creation with magical effects.

Specialties:
Ru
ne Smith ( Etched glyphs of Power)
Noxiumist ( Inate power)
Inscriptionist (augmentation of spells)