Post by Sin on Jun 24, 2015 9:40:04 GMT -5
Professions
As stated previously, there are two type of professions, combat and non-combat. The professions here has been made so that even non-combatants have some degree of combat. If your primary profession is not combat oriented your techniques can't go past 10. If your profession is not non-combat oriented your non-combat traits can't go past 25 PTP (Professional Trait Points).
Some traits are locked to certain types of professions.
Each character may pick a primary and secondary profession. Both allow the character to get the basics of the profession but only the primary allows you to reap the specific benefits (in italics). The primaries are also the only ones that can upgrade from rank (I). Humans can start with their primary and secondary at rank (II) and are allowed to hold 2 primaries and 1 secondary. They can't hold more than two combat oriented professions. Humans also can max out their professions at rank X (ten) while other races stop at (IV). After 1000 posts a character may bump their secondary to a primary profession and gain a new secondary profession. This can only occur once.
Professions do not bound your character to a certain style of life, rather it helps describe what type of skillset they have. Examples are haggling, medical knowledge, ranged proficiency, etc. Some professions are clearly suited more for combat than others. You character can use these skills in and out of combat as long as it stays reasonable. For example, you can't have a business man who is also a martial artist always hit his mark when he has a gun because he is not a marksman.
As stated previously, there are two type of professions, combat and non-combat. The professions here has been made so that even non-combatants have some degree of combat. If your primary profession is not combat oriented your techniques can't go past 10. If your profession is not non-combat oriented your non-combat traits can't go past 25 PTP (Professional Trait Points).
Some traits are locked to certain types of professions.
Each character may pick a primary and secondary profession. Both allow the character to get the basics of the profession but only the primary allows you to reap the specific benefits (in italics). The primaries are also the only ones that can upgrade from rank (I). Humans can start with their primary and secondary at rank (II) and are allowed to hold 2 primaries and 1 secondary. They can't hold more than two combat oriented professions. Humans also can max out their professions at rank X (ten) while other races stop at (IV). After 1000 posts a character may bump their secondary to a primary profession and gain a new secondary profession. This can only occur once.
Professions List
Combat Professions
These professions all share the same general traits which are: Hard Body (Extra defense) and strong fist (Better advantage in combat) If any of these are your primary then you may choose one stat type (Str, Def, Mag, etc.) as your main stat and can spend your Professional trait points (PTP) on that stat in addition to your normal P. If you have a combat profession as your secondary and none in your primary slot then your techniques can't go past 10 and your secondary skill rank can't go past (V). (Subject to change)
Combat Professions
- Sharp Weapons Master: A Sharp weapons master is a character who has trained in the ways of using weapons such as the sword, the axe, the glaive, etc. Characters who hold this profession have access to special traits and may create Stance techniques.
- Blunt Weapons Master: A Blunt weapons master is a character who has trained in the way of using weapons such as the club, the hailberd, the staff, etc. Characters who hold this profession have access to special traits and may create Stance techniques.
- Martial Artist: A martial artist excels in specific hand-to-hand combat. They spent their lives mastering one type of fighting style allowing them to deliver extreme combos but lack in adaptability. Characters who hold this profession have access to special traits and may create Stance techniques.
- Marksman: A marksman focuses on wind, distance, sound, aim, and experience to improve their throwing aim. This trait applies to arrows, guns, spears, and anything that implies it needs this profession to function correctly. Characters who hold this profession have access to special traits and may create Stance techniques.
- Ability Master: This mastery shows your character excels in using abilities as their way of fighting and such. They've devoted most of their time to finding out creative ways to use what is their natural birth right. Characters who hold this profession have a tier -1 drop on all Abilities and can create a signature ability technique.
*Note that Ability Mastery is not available to Humans. Signature techniques do not cost any TP and are always treated as the max possible rank your current skills can reach.
Production Professions
These professions all share the same general traits which are: Light as a feather (Speed) and small hands (Increased speed in production). If any of these are your primary then you may choose one stat type (Str, Def, Mag, etc.) as your main stat and can spend your Professional trait points (PTP) on that stat in addition to your normal P. If you have a combat profession as your secondary and none in your primary slot then your techniques can't go past 10 and your secondary skill rank can't go past (V). (Subject to change)
- Blacksmith: Smiths make various weapons, keys, shields, chains, etc. out of metals and rare material by using the ingredients listed in blueprints here. They also repair weapons but can't upgrade a made weapon. Each blacksmith starts out with 10 blocks of Iron and must earn the rest of the material by either the marketplace or events and at times even bounties. They can also prepare parts and tools for engineers to use and can make new material by mixing other materials together. A custom blueprint for an item and new material must first be approved by a moderator. A blacksmith can use any item they make with full understanding as if they have full rank (X) of said weapon. They also have access to additional traits.
- Engineer: Engineers make mechanical devices, trinkets, guns, ammunition, goggles, explosives, etc. They can also upgrade weapons and gadgetery. All this means is that you have access to making and giving unconventional tools and abilities. Sometimes these creations can prove very useful in combat while at other times they prove to be better out of combat. Engineers use many tools and gears which can be bought from the marketplace or obtained through blacksmiths to make their gadgetery. Blueprints are listed here and custom blueprints must be approved by a moderator before putting it in an RP. Engineers start with 1 screwdriver and 20 bolts. An engineer, much like the blacksmith, has the ability to be a master in whatever equipment they build as if they have (X) rank in said gadgetery. They also have access to additional traits.
- Carpenter: Carpenters are expert craftsmen who mainly use wood too build amazing buildings, ships, and even bridges. They shape the cities we live in and without them we wouldn't have the required facilities for us to do our work. THey aren't very useful in combat as they don't have much conventional combat abilities but they are expert in knowing the area they are at providing them information of where secret entrances, trap doors, anything in the city/ building they are at. Carpenters all start with 10 blocks of wood, a hammer, and 40 nails. A carpenter is very proficient in using their tools as fighting equipment as if it was rank (X). They also have access to additional traits.
- Cook: Cooks are characters who've devoted a majority of their life to perfecting the taste of food. They use recipes to create food that encourage other characters to continue to persevere through whatever current hardship they're facing. Chefs have the ablity to create food that not only encourages but also grants several buffs to the eater such as strength, heightened thinking, and healing. They also have access to additional traits.
- Jewel Crafting: Jewel crafters have studied through generations of other jewel crafters in the technique of imbuing jewels into equipment and making things more fashionable. Jewel crafters can convert any item (Bought from the market place, rewarded through a story line, event items, etc.) into an artifact given that they have a gem to imbue into said item. All jewel crafters start with 1 "blank" gem in which they can decide what the gemstone is and what it's ability is. All gemstones must be approved by a moderator. Jewel Crafters all have a tier -1 on all Artifacts. This means a tier 8 artifact would be tier 9 to them and a tier 3 would be a tier 4 and so on. They also have access to additional traits.
- Tailor: Tailors are kind of the second hand to Jewel crafters. Both of them focus in appearances and have dedicated their life to improving the quality of clothing we done. These guys make bags and clothes for different situations and have the ability to even make armor. They don't only make clothing, in fact these guys have the ability to make traps such as nets, ropes, and more. With the help of Jewel Crafters they can turn their clothing and equipment into artifacts such as making a normal carpet a tier 9 flying carpet. All tailors start with a yard of thread and a wooden needle. Tailors can make armor and are proficient in using the traps they make as if they were rank X. They have a tier -1 drop on all clothing and armor. They also have access to additional traits.
Non-Production Professions
- Entertainer: Entertainers love to please people by doing several tricks with their body or the area around them. This professional trait is one of two professions that are job-specific meaning you must state if you are a dancer, singer, clown, etc. Entertainers can provide several battle buffs to them selves or others through their pleasing antics. They also have access to additional traits.
[/li]*Note that only those with Business as a profession may sell items for the best profit. If any other profession wants to sell their item at a good price they must either have business as a secondary or primary, or give their item to a business man to sell it for them. If you attempt to sell without this profession then all sales are taxed by 60%.
[li]Thief: Thieves are very stealthy and are expert lockpickers. All thieves start with 10 wooden lockpicks. They know their way around the black market and gain a 30% discount on all items sold in the black market. This, by extension, also means that any item that is not meant for their profession gets a 15% markup price when they purchase it. Thieves are the eyes and ears of each underground city. It isn't as hard for them to pick up on information when they are underground as it is for most other professions, especially Business men. All thieves gain 5% bonus SD (Steven Dollars) when completing a SL and have access to additional traits. They also start with an additional +5 iron lockpicks.
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[li]Assassin: Assassins are similar to thieves in the sense they also have stealth, but their stealth is much higher than a thief's. They can walk around out of combat without being noticed if they wish to. They aren't skilled in a 1 on 1 because most of their opponents die without knowing what hit them. All assassins have the ability to be barely noticable in combat and can coat their items in poison without being affected. They also have access to additional traits.[/li]
[li]Medical: Medical specialists have been on the sideline of all wars since the beginning. This is the second profession that is job-specific, meaning you must state if you are a doctor, nurse, surgeon, etc. Medical professionals can make small items such as bandages and gauze to help wounded characters. Medical professionals can also make several drugs to buff or debuff characters.
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[li]Hunting: Hunters spend their time in the wilds looking for the next meal or a possible friend. Hunters have the ability to sell meat ingredients so Cooks may purchase or get what they need for the foods they want to make. Hunters also have the ability to capture pets. Hunters start with a rope, net, bear trap, and a shotgun. They also have access to additional traits.
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*Note that only Hunters may make pets but anyone can own a pet. You can start out with a pet of tier 8-10 but must earn tier 1-7 pets by purchasing them, being rewarded, etc.
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Custom Professions
Anyone can create a profession if the one you want is not listed here. I ask that you don't make professions such as "Waiter" or "Race car driver." The professions must be like the ones listed above, vague and meaningful. "Artist" or "Gardener" and such are fine but each will be approved by moderators.
You can create new traits or put new traits into a custom profession and design the primary bonuses as long as it makes sense.
You can create new traits or put new traits into a custom profession and design the primary bonuses as long as it makes sense.