Professions

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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.