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Post by Crowco Cooper on Jan 1, 2017 19:23:09 GMT
So, staff has been throwing around an idea. Professions. Every character gets to learn a 'profession' that can earn them an extra buck. These professions will be restricted to one profession per character. They will not be obligated to practice their profession either.
Profession 1: Tamer The character learns slowly on to tame monsters. From teaching a warg pup to sit on command to becoming a griffin centurion rider, this skill will be needed for taming beasts into domestication.
Profession 2: Foraging and hunting Everyone needs someone to collect ingredients. Forager/hunters specialise in just that. They find and harvest the raw materials needed for potions, weapons and gear. The higher their skill, the more complicated their bounty can be and the more they can harvest from a single location.
Profession 3: Alchemist Raw ingredients need to be processed, and thats what alchemists are for. They use their alchemical knowledge to transform raw materials into consumables or the processed items that other professions need. The more skilled they are, the more complicated their results and consumables.
Profession 4: Gunsmith Making firearms and ammunition isn't easy, but somebody has to do it. A gunsmith uses processed materials to create neat unique firearms. the more skilled they are, the more powerful their results are.
Profession 5: Blacksmith Blacksmiths concern themselves with melee weapons, bows and projectiles. From processed materials they create powerful hammers, swords, bows and arrows that allow them and others an edge in the battle. The more skilled they are, the more powerful their results are.
Profession 6: Armorer Gear and armor also requires making. Armorers do just that. Whether its assembling heavy armor or making saddles for beasts, these guys get the job done. The more skilled they are, the more effective their results are.
Profession 7: Enchanter Magical objects require making too. Enchanters make runes, which in turn boost weaponry and armor in power. They can also make self contained spells, which act as spells deployed by bomb. Finally, they construct catalysts. The more skilled they are, the more powerful their enchantments can be,
For all these professions, there are several levels to be attained. These levels are novice, apprentice, journeyman, expert, and master. Each level will have different uses in the professions.
To advance into the level, you will need to perform a job given by your faction's appointed master professional. These appointed professionals are often also shopkeepers.
We'd like to hear what you guys think of this. If you have anything to add or maybe to take away from this.
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