Post by Gravedust on May 26, 2019 22:14:11 GMT -8
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PROFESSIONS
===========
Professions are skills your character has that are not strictly related to combat, but may be valuable to other aspects of the game.
Characters have a limited number of profession points they can allocate when created (plus any they are granted as a racial bonus)
After creation however they can learn any profession they want to, assuming they have an able teacher.
Professions may also allow you to make some extra coin on the side.
Note however that many professions have no strict rules governing how they are used in game, and in many cases the GM may improvise uses for them, difficulty checks associated, and the consequences of failure. The GM shoud ALWAYS inform you what the difficulty and potential consequences of any profession action you wish to make, however, so you can make informed choices.
Nearly all profession rolls will be D10 + [profession score] vs. a difficulty score set by the GM. In most cases, characters with no points in a Profession can still make Profesison rolls, they will just not recieve any bonuses to them, and therfore results might be slow, and success might be diffifult.
Some extraordinarily difficult tasks (such as high level research Projects or difficult Construction Projects) may require a minumum Profession score to participate.
The cost to increase a Profession by a point is [profession score/10] multiplied by the profession's Cost Multiplier.
If the profession score rounds down to 0, use 1 instead.
For a character with 25 points in Contemporary lore, (Cost Multiplier 15) it will cost $30 points to gain another Point in that profession.
( 2 * 15) = 30
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================== Knowledge ===============================
==========================================================
Contemporary Lore: ----------------------------------------------------------------------------------
Add your [Contemporary Lore] bonus to any Research projects that concern current events, people, locations, etc.
(Cost Multiplier: 15)
Historical Lore: ------------------------------------------------------------------------------------
Add your [Historical Lore] bonus to any Research projects that concern past events, people, locations, etc.
(Cost Multiplier: 20)
Artifact Lore: --------------------------------------------------------------------------------------
Add your [Artifact Lore] bonus to attempts made to identify an Artifact and it's properties.
(Cost Multiplier: 25)
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================= Misc ===================================
==========================================================
You can also earn [construction*2](Max:50) gold per WP by working in an area where construction is occuring.
(Cost Multiplier: 5)
Performing: --------------------------------------------------------------------------------------------
This includes singing, reciting, acting, playing an instrument, or other artistic endeavor.
Earn [[Performing*10]/[D10]](Max:1000) gold per WP if performing in a populated area. May be reduced in a low-populated area.
There are also a lot of place you can get into as a performer that you might not otherwise.
(Cost Multiplier: 10)
Teaching: ------------------------------------------------------------------------------------------------
You can spend a World Phase teaching another Character one of your Professions, granting them [1D10+INT/2] points in it,
Up to a maximum value of [Teaching/2] or the points you have in the profession being taught, whichever is lower.
You can also tutor NPCs for coin if you are in a populated area with demand for it, for [Teaching*2](Max:100) gold per WP.
(Cost Multiplier: 10)
Training: ---------------------------------------------------------------------------------------------------------------
You can spend a WP training another Character if they are less than half your level, granting them [Training*2] Experience points.
You can only Train one character per WP.
(Cost Multiplier: 20)
==========================================================
================= Travel =================================
==========================================================
Winderness Survival: ------------------------------------------------------------------------------------
Helps prevent recieving Hardship penalties when traveling in difficult areas, and increases the chance of chance of doing things like fording rivers without incident.
(Cost Multiplier: 10)
- Wilderness Survival check -
[D10 + Wilderness Survival] vs. [Territory's travel difficulty]. (Set at GM's discretion, GM should provide details on a territory's difficulty if asked.)
The highest wilderness survival bonus of the group should be used for the roll.
-
Sample Terrain Difficulies:
Road present: No roll.
Plains/grasslands/open fields: 2
Deep forests: 10
Mountains: 15
Swamps/marshes: 20
Crags/high mountains: 25
Sailing: --------------------------------------------------------------------------------------------------
Familiarity with and Ability to handle boats, and navigate across large bodies of water.
(Note that not all boats sail anymore. This Profession also covers watercraft with Arcanium engines)
(Cost Multiplier: 10)
Sample Sailing difficulties:
Small boat: 4
Large boat (>30'): 6
Man-of-war: 12
Long distance Navigation: 10 per territory to travel or excursion destination.
Piloting: -------------------------------------------------------------------------------------------------
Ability to fly and control Skyships, Needles, and other flying craft. Note: These are RARE.
Sample Piloting difficulties:
Skyship: 8
Needle: 12
==========================================================
================= CRAFTING =================================
==========================================================
The various crafting professions allow you to create weapons, armors and other items for less than they can be bought for.
They may also be useful for crafting consumable items you may need a lot of.
Most items will have the Profession needed to craft them as well as the difficulty of making them listed. If not, ask the GM.
Weaponsmithing: -----------------------------------------------------------------------------------------
Create all kinds of weapons, melee, and ranged. Apply weapon enhancements.
(Cost Multiplier: 20)
Armorsmithing: -------------------------------------------------------------------------------------------
Create all kinds of armors, shields, other clothing. Apply enhancements to Armor.
(Cost Multiplier: 20)
Alchemy: -------------------------------------------------------------------------------------------------
Create potions, poisons, and other alchemical Items.
(Cost Multiplier: 20)
Arcanism: -------------------------------------------------------------------------------------------------
Create spellstones, and ammunition.
(Cost Multiplier: 20)
==================================================================
+ Crafting items =================================================
==================================================================
In order to craft an Item or piece of gear you need the following:
+ The Blueprint or recipie for the item, or access to it.
+ Access to crafting station (forge, workbench, etc.) of sufficient quality to make the item.
+ Any special materials that are required.
+ Money equal to 70% of the item's normal value. ( For raw materials,(steel, cloth etc) going out and purchasing these beforehand can be assumed.)
( If items does not have a listed cost, ask GM)
Roll D10 + [Crafting Profession level] vs. the difficulty of the item to be created. (ask GM if not recorded)
On a success, the item is crafted. On a failure, no item is created (and the money is lost), but any special materials are preserved.
Newly-crafted items can be sold for full value. Once equipped, resale value drops to half.
You can craft more than 1 item per World Phase by splitting your bonus.
Ex: a character with a Weaponsmithing score of 10 could try to create 2 items with a Smithing bonus of 5, instead of 1 with a bonus of 10.
You can also split your bonus by nonequal amounts. (+2 to make one thing, +3 to make the other) But you must have at least 1 point of bonus to 'spend' to make something.
PROFESSIONS
===========
Professions are skills your character has that are not strictly related to combat, but may be valuable to other aspects of the game.
Characters have a limited number of profession points they can allocate when created (plus any they are granted as a racial bonus)
After creation however they can learn any profession they want to, assuming they have an able teacher.
Professions may also allow you to make some extra coin on the side.
Note however that many professions have no strict rules governing how they are used in game, and in many cases the GM may improvise uses for them, difficulty checks associated, and the consequences of failure. The GM shoud ALWAYS inform you what the difficulty and potential consequences of any profession action you wish to make, however, so you can make informed choices.
Nearly all profession rolls will be D10 + [profession score] vs. a difficulty score set by the GM. In most cases, characters with no points in a Profession can still make Profesison rolls, they will just not recieve any bonuses to them, and therfore results might be slow, and success might be diffifult.
Some extraordinarily difficult tasks (such as high level research Projects or difficult Construction Projects) may require a minumum Profession score to participate.
The cost to increase a Profession by a point is [profession score/10] multiplied by the profession's Cost Multiplier.
If the profession score rounds down to 0, use 1 instead.
For a character with 25 points in Contemporary lore, (Cost Multiplier 15) it will cost $30 points to gain another Point in that profession.
( 2 * 15) = 30
==========================================================
================== Knowledge ===============================
==========================================================
Contemporary Lore: ----------------------------------------------------------------------------------
Add your [Contemporary Lore] bonus to any Research projects that concern current events, people, locations, etc.
(Cost Multiplier: 15)
Historical Lore: ------------------------------------------------------------------------------------
Add your [Historical Lore] bonus to any Research projects that concern past events, people, locations, etc.
(Cost Multiplier: 20)
Artifact Lore: --------------------------------------------------------------------------------------
Add your [Artifact Lore] bonus to attempts made to identify an Artifact and it's properties.
(Cost Multiplier: 25)
==========================================================
================= Misc ===================================
==========================================================
Construction: -------------------------------------------------------------------------------------
Add your [construction] bonus to a building Project.You can also earn [construction*2](Max:50) gold per WP by working in an area where construction is occuring.
(Cost Multiplier: 5)
Performing: --------------------------------------------------------------------------------------------
This includes singing, reciting, acting, playing an instrument, or other artistic endeavor.
Earn [[Performing*10]/[D10]](Max:1000) gold per WP if performing in a populated area. May be reduced in a low-populated area.
There are also a lot of place you can get into as a performer that you might not otherwise.
(Cost Multiplier: 10)
Teaching: ------------------------------------------------------------------------------------------------
You can spend a World Phase teaching another Character one of your Professions, granting them [1D10+INT/2] points in it,
Up to a maximum value of [Teaching/2] or the points you have in the profession being taught, whichever is lower.
You can also tutor NPCs for coin if you are in a populated area with demand for it, for [Teaching*2](Max:100) gold per WP.
(Cost Multiplier: 10)
Training: ---------------------------------------------------------------------------------------------------------------
You can spend a WP training another Character if they are less than half your level, granting them [Training*2] Experience points.
You can only Train one character per WP.
(Cost Multiplier: 20)
==========================================================
================= Travel =================================
==========================================================
Winderness Survival: ------------------------------------------------------------------------------------
Helps prevent recieving Hardship penalties when traveling in difficult areas, and increases the chance of chance of doing things like fording rivers without incident.
(Cost Multiplier: 10)
- Wilderness Survival check -
[D10 + Wilderness Survival] vs. [Territory's travel difficulty]. (Set at GM's discretion, GM should provide details on a territory's difficulty if asked.)
The highest wilderness survival bonus of the group should be used for the roll.
-
Sample Terrain Difficulies:
Road present: No roll.
Plains/grasslands/open fields: 2
Deep forests: 10
Mountains: 15
Swamps/marshes: 20
Crags/high mountains: 25
Sailing: --------------------------------------------------------------------------------------------------
Familiarity with and Ability to handle boats, and navigate across large bodies of water.
(Note that not all boats sail anymore. This Profession also covers watercraft with Arcanium engines)
(Cost Multiplier: 10)
Sample Sailing difficulties:
Small boat: 4
Large boat (>30'): 6
Man-of-war: 12
Long distance Navigation: 10 per territory to travel or excursion destination.
Piloting: -------------------------------------------------------------------------------------------------
Ability to fly and control Skyships, Needles, and other flying craft. Note: These are RARE.
Sample Piloting difficulties:
Skyship: 8
Needle: 12
==========================================================
================= CRAFTING =================================
==========================================================
The various crafting professions allow you to create weapons, armors and other items for less than they can be bought for.
They may also be useful for crafting consumable items you may need a lot of.
Most items will have the Profession needed to craft them as well as the difficulty of making them listed. If not, ask the GM.
Weaponsmithing: -----------------------------------------------------------------------------------------
Create all kinds of weapons, melee, and ranged. Apply weapon enhancements.
(Cost Multiplier: 20)
Armorsmithing: -------------------------------------------------------------------------------------------
Create all kinds of armors, shields, other clothing. Apply enhancements to Armor.
(Cost Multiplier: 20)
Alchemy: -------------------------------------------------------------------------------------------------
Create potions, poisons, and other alchemical Items.
(Cost Multiplier: 20)
Arcanism: -------------------------------------------------------------------------------------------------
Create spellstones, and ammunition.
(Cost Multiplier: 20)
==================================================================
+ Crafting items =================================================
==================================================================
In order to craft an Item or piece of gear you need the following:
+ The Blueprint or recipie for the item, or access to it.
+ Access to crafting station (forge, workbench, etc.) of sufficient quality to make the item.
+ Any special materials that are required.
+ Money equal to 70% of the item's normal value. ( For raw materials,(steel, cloth etc) going out and purchasing these beforehand can be assumed.)
( If items does not have a listed cost, ask GM)
Roll D10 + [Crafting Profession level] vs. the difficulty of the item to be created. (ask GM if not recorded)
On a success, the item is crafted. On a failure, no item is created (and the money is lost), but any special materials are preserved.
Newly-crafted items can be sold for full value. Once equipped, resale value drops to half.
You can craft more than 1 item per World Phase by splitting your bonus.
Ex: a character with a Weaponsmithing score of 10 could try to create 2 items with a Smithing bonus of 5, instead of 1 with a bonus of 10.
You can also split your bonus by nonequal amounts. (+2 to make one thing, +3 to make the other) But you must have at least 1 point of bonus to 'spend' to make something.