Difference between revisions of "Professions"

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==Professions==
==Professions==
===Roles===
Professions often have a mixture of roles to which a particular individual and their training can give. When a profession is described as an 'Off-' role, it means they have some relevance to the role described but cannot be relied on being the primary role for a group as it is not as effective as full-roled professions.
* '''Combat''': Professions with the Combat role specialise in dealing damage, slaying targets and being able to use combat equipment (weapons/armour effectively). Their skillsets are most useful while defending against hostile forces.
** '''Warrior''': As Combat, but more specifically equipment-based such as Fighters and Knights.
** '''Martial Arts''': As Combat, but more specifically based upon the user's physical condition and skills than equipment. Such as Monks.
* '''Metaforce''': Professions that can tap into one or more of the Metaforce manifestation types such as Magic, Ki or Psionics. Metaforce can have a wide variety of effects but commonly restricted by the user's skill and resources. Wizards, Witches, Psions, Sorcerers, Druids and Clerics fall under these types.
** '''Elemental''': Metaforce user can conjure, create or manipulate what is commonly known as the 'Elements', which may be temperature-based Fire and Ice, Meteorological Wind, Water and Lightning, Tectonic Earth and Nature or even non-traditional element of Force itself (where available, the applicable elements will be noted or simply 'all').
** '''Illusion''': Metaforce user can manipulate the minds of others to change their way of thinking or to trick their sensory perception to something that is not real. This may also allow multiple creatures to believe in the Illusion if it targets a space rather than an individual.
** '''Transmutation''': Metaforce user can manipulate the physical properties of creatures or the environment in specific ways, ranging from altering their strength to full-body/object transformations that wildly change their appearance and function.
** '''Conjuration''': Ability to summon or recall creatures and objects to aid you, alternatively calling forth existing elements and power.
* '''Utility''': Professions that rely on the use of skills and talents not normally covered in combat nor extraordinary like Metaforce interactions. Whether these benefits only affect the user or can be used to help others, utility helps out in more mundane or indirect interactions.
** '''Mechanical''': As Utility, but with skills that are particularly relevant to man-made locks and contraptions. Rogues would be called upon to disable traps or unlock doors however Constructors can also repair Constructs and devices from disrepair.
** '''Social''': As Utility, except with skills most useful in dealing with people, even those of different races. While there are limitations to how far you can compel or con others.
** '''Knowledge''': As Utility, except for skills that usually benefit the individual or can be relayed to others, often based upon usable knowledge or facts.
** '''Talent''': As Utility, except for skills that the user can perform extraordinary feats that may or may not be transferrable to others.
** '''Triage''': As Utility, except with skills or powers that allow one to heal injuries, cure ailments or even bring back people from death.
===Professions===
'''Fighters''' are combat professionals who focus on maximising the use of their equipment to harm and slay hostile enemies and creatures.
'''Fighters''' are combat professionals who focus on maximising the use of their equipment to harm and slay hostile enemies and creatures.
* Weapon proficiency and skills to be able to use a variety of martial weapons more effectively.
* Weapon proficiency and skills to be able to use a variety of martial weapons more effectively.
* Shield and Armour proficiency to be able to wield shields properly and maximise the use of armour types (while minimising their drawbacks).
* Shield and Armour proficiency to be able to wield shields properly and maximise the use of armour types (while minimising their drawbacks).
'''Barbarians''' are less focused on equipment and more about raw combat prowess, channeling Rage to fight more aggressively.
<hr>


'''Rangers''' are combat specialists who can use specific weapons and understanding of various environmental and creature types.
'''Rangers''' are combat specialists who can use specific weapons and understanding of various environmental and creature types.
* Gradual understanding and mastery over different types of terrain and creature types.
* Gradual understanding and mastery over different types of terrain and creature types.
* Able to manifest low level Metaforce.
* Able to manifest low level Metaforce.
<hr>
'''Rogues''' are jacks of all trades with specialty in subtly, stealth and precision forms of assassination.
* In combat, they can perform special precision attacks known as 'Sneak attacks' to critically injure foes who have their weakpoints exposed.
* Out of combat, they have the most flexibility in terms of what number of skills they wish to master and often excel in ways to avoid fighting (if at all possible).
<hr>


'''Monks''' are martially-trained hand-to-hand fighter who maximise the use of their physical and mental state to fight and move around the battlefield.
'''Monks''' are martially-trained hand-to-hand fighter who maximise the use of their physical and mental state to fight and move around the battlefield.
* Fight with enhanced hand-to-hand fighting ability, including the use of a number of exotic weapons.
* Fight with enhanced hand-to-hand fighting ability, including the use of a number of exotic weapons.
* Mastery of Metaforce to free the limitations of their body, mind and spirit and perform extraordinary feats.
* Mastery of Metaforce to free the limitations of their body, mind and spirit and perform extraordinary feats.
'''Ninjas/Shinobi''' are classically secretive forms of Monk who in some ways share similarities to Rogues.
<hr>


'''Wizards''' are academically-trained spellcasters who can revise and cast specific rituals known as Spells in all manners of ways.
'''Wizards''' are academically-trained spellcasters who can revise and cast specific rituals known as Spells in all manners of ways.
* Capable of wielding magical objects and equipment with little effort.
* Capable of wielding magical objects and equipment with little effort.
* Can learn and cast a number of arcane spells relative to their skill and power. Arcane spells are specific but cover all aspects of Metaforce when the spells are counted comprehensively.
* Can learn and cast a number of arcane spells relative to their skill and power. Arcane spells are specific but cover all aspects of Metaforce when the spells are counted comprehensively.
'''Sorcerers''' instead have an innate tie to the Metaforce and were awoken to the power at an early age. They lack the coverage of a Wizard but make up for it by having a larger Metaforce capacity to cast spells with.
'''Druids''' instead have their power tied to nature or the world itself, their metaforce derives from nature.
'''Clerics''' and '''Paladins''' instead have their power tied to a higher being or god, able to wield the powers they can command in accordance with their alignment.
<hr>


'''Merchants''' are merchandisers and wholesalers of different kinds of goods and services.
'''Merchants''' are merchandisers and wholesalers of different kinds of goods and services.
* They have increased options regarding transactions and bartering of goods, especially when negotiating deals.
* They have increased options regarding transactions and bartering of goods, especially when negotiating deals.
* Depending on their reputation, they can acquire contacts for increased availability of items or able to back-order rarer materials.
* Depending on their reputation, they can acquire contacts for increased availability of items or able to back-order rarer materials.
<hr>


'''Metachemists''' are metascientists with the focus on chemistry and the soft sciences, working with potions both curing and caustic.
'''Metachemists''' are metascientists with the focus on chemistry and the soft sciences, working with potions both curing and caustic.
* Using various ingredients, Metachemists can create potions with healing, curing and enhancing effects. As well as poisons and chemicals that burn, poison or even explode!
* Using various ingredients, Metachemists can create potions with healing, curing and enhancing effects. As well as poisons and chemicals that burn, poison or even explode!
* Though Metachemists don't directly interact with Metaforce: Their potions, poisons and explosived can be worked with magical effects.
* Though Metachemists don't directly interact with Metaforce: Their potions, poisons and explosived can be worked with magical effects.
'''Architects''' are metascientists who use special runes to be able to construct buildings from raw materials.
* Can create features such as floors, walls and stairs to construct buildings of simple shape and function.
* They can also repair damaged constructions they made as well as modify their design before and after construction.
<hr>

Latest revision as of 17:32, 29 April 2018

Professions

Fighters are combat professionals who focus on maximising the use of their equipment to harm and slay hostile enemies and creatures.

  • Weapon proficiency and skills to be able to use a variety of martial weapons more effectively.
  • Shield and Armour proficiency to be able to wield shields properly and maximise the use of armour types (while minimising their drawbacks).

Barbarians are less focused on equipment and more about raw combat prowess, channeling Rage to fight more aggressively.


Rangers are combat specialists who can use specific weapons and understanding of various environmental and creature types.

  • Gradual understanding and mastery over different types of terrain and creature types.
  • Able to manifest low level Metaforce.

Rogues are jacks of all trades with specialty in subtly, stealth and precision forms of assassination.

  • In combat, they can perform special precision attacks known as 'Sneak attacks' to critically injure foes who have their weakpoints exposed.
  • Out of combat, they have the most flexibility in terms of what number of skills they wish to master and often excel in ways to avoid fighting (if at all possible).

Monks are martially-trained hand-to-hand fighter who maximise the use of their physical and mental state to fight and move around the battlefield.

  • Fight with enhanced hand-to-hand fighting ability, including the use of a number of exotic weapons.
  • Mastery of Metaforce to free the limitations of their body, mind and spirit and perform extraordinary feats.

Ninjas/Shinobi are classically secretive forms of Monk who in some ways share similarities to Rogues.


Wizards are academically-trained spellcasters who can revise and cast specific rituals known as Spells in all manners of ways.

  • Capable of wielding magical objects and equipment with little effort.
  • Can learn and cast a number of arcane spells relative to their skill and power. Arcane spells are specific but cover all aspects of Metaforce when the spells are counted comprehensively.

Sorcerers instead have an innate tie to the Metaforce and were awoken to the power at an early age. They lack the coverage of a Wizard but make up for it by having a larger Metaforce capacity to cast spells with.

Druids instead have their power tied to nature or the world itself, their metaforce derives from nature.

Clerics and Paladins instead have their power tied to a higher being or god, able to wield the powers they can command in accordance with their alignment.


Merchants are merchandisers and wholesalers of different kinds of goods and services.

  • They have increased options regarding transactions and bartering of goods, especially when negotiating deals.
  • Depending on their reputation, they can acquire contacts for increased availability of items or able to back-order rarer materials.

Metachemists are metascientists with the focus on chemistry and the soft sciences, working with potions both curing and caustic.

  • Using various ingredients, Metachemists can create potions with healing, curing and enhancing effects. As well as poisons and chemicals that burn, poison or even explode!
  • Though Metachemists don't directly interact with Metaforce: Their potions, poisons and explosived can be worked with magical effects.

Architects are metascientists who use special runes to be able to construct buildings from raw materials.

  • Can create features such as floors, walls and stairs to construct buildings of simple shape and function.
  • They can also repair damaged constructions they made as well as modify their design before and after construction.