Professions

In the Lands belonging to the Queen, all Adventurers are encouraged to take up a Profession in order to do this, An Adventurer will need to spend Time and skill points to Learn the Profession from Someone who has already mastered the Profession that they seek, This Learning time Lasts around half a glass, If there is no one available to teach the chosen profession, The Adventurer can then request a Task from The Official that is in Charge of their Area in order to Learn the Desired Profession. Additionally, when a player has mastered their first Job Skill that player may then Obtain a Secondary Job Skill, this secondary skill may not be Mastered to the final ability but may be Trained up to the Second to last Skill for that Profession,

***[if your job skill procures items make sure that you claim them at each check-in in the Log Book]***

#### ***The Entertainer** –**5 skill-points***

*Once per game or quest the Entertainer can use mesmerize, this ability forces all players that are within an estimated range of 20 paces to stop and watch the entertainer, they can still inflict & receive damage but their focus must remain on the entertainer*

***Puppet the Audience: 15 Skill-points** Gain control over up to three players and make them copy/mimic your every move for up to a slow 10 count - use Once per game*

***Dancing*** **Blades 20 Skill-points to learn-** twice a day *the* Entertainer may deflect all incoming projectiles and throwing weapons for 15 seconds by vigorously spinning their weapons

#### **The Alchemist**

**An Alchemist does not Require a crafting station for their own personal mixtures which are listed below. Alchemists can craft their personal mixtures at any time, however, they are limited to carrying only one of each Mixture at a time**

***Tonic of Minor Healing-(self-only)-**Dark Green colored tonic this tonic can Heal or repair one disabled limb per tonic*

**Potion of Lovely Locks-(self only) 3 skill points** *last 1 life [must have a fake beard at the ready] Grows a Magnificent beard on the Alchemist, useful for bypassing guards, bounties, and confusing enemies.*

***Elixir of subjugation**:* **5 points** *If the target drinks the elixir the target is forced to obey the Alchemist for a slow 100-count tonic and begins working immediately*

**Potion** **of** **Audacity 5 points** drank in advance and lasts 1 life the alchemist cannot be feared or forced to flee, the downside is if they enter an area that poisons or grants an additional negative status effect they won't realize they need to leave for their safety

***Skin to stone Transmutation**-* 7 points *Grants 1 point of armor to any unarmored part of the body -Grey-colored Elixir May be stacked Max 2*

***The Fragmented Concoction 2**0 points~ red in color Grants +2 attack power and +1 armor for a single life-After Which the player finds themselves too weak & Unable to use any Tana, abilities & skills. for the rest of the day Does not stack*

**Reactive body- 20 skill points-** The cost of Imbibing so many potions and elixirs over the years has given Alchemists an odd sort of Revenge if they are killed by Tana, the Alchemists body will then Explode killing the being closest to them that is within 8 feet

#### **The Gunsmith Five Skill-points to learn**

*Knowledge of guns was brought over from a rift world after the great war ended By combining spark stones with special techniques the gunsmith is then able to use a gun that can Hold and fire a single shot at a time*

***Extra Ammunition- 10 skill points*** The gunsmith gains another 4 ammo for a total of five Ammo. **Restoration, 5 skill points-** Th gunsmith is able to use an ore to repair their gun if it is “Damaged” 1-minute count to do so,

**Siege Builder** 10 Skill points Grants the knowledge & understanding to Create & operate siege weaponry such as a Catapult or Trebuchet, in order to fire such a creation there must be three gunsmiths present to handle the Siege weapon & operate it,

**Piercing Round** 10 Skill points Gunsmiths are able to create a special bullet that is able to ignore all armor in its path, this bullet is able to be used Twice per day

#### **The Linguist ~Five Skill-points to learn**

The linguist devotes their time to Learning and studying the Languages & Runes of Terriu, as such they have access to all of the Recorded language keys,

***Incite: -**7 **skill points to learn*** player gains the ability Incite (once per game, forces a single enemy target within 10 feet to challenge you to a duel

***Rune Aptitude** 15* skill-points, The linguist is unable to activate a set Rune however they will be caught in the effect if another does activate it,

**Movement of words 5 skill-points** the Linguist gains the ability to move an active Rune without activating it –transferring takes 120 seconds- 60 to take off and 60 seconds to replace the Rune elsewhere)

L**ingering- 20 skill points-** Once per game- the linguist can declare "Lingering" on themselves or a player that has applied tana equipped such as magic armor or weapon enchantments. When the player dies, they will re-spawn with the enchantments intact, this Lingering lasts for one Re-spawn,

#### **The Merchant - Five skill-points to Learn**

– Gains the ability to appraise all unmarked items such as potions and enchantments

**Haggle-7 Skill-points,** all goods from Npc markets take a 25% discount off of any items costing 4+ dreka

**Merchants Stock: 10 skill points** Once per month a Merchant will receive 3 randomized common rarity items to sell or use as their personal stock, the merchant must claim this from the Treasury in order to get the items.

**Tradesman skill -** 20 skill points to learn, With this the Merchant will Gain the ability to Procure an Income of 3 dreka per month, the Merchant must request of the treasury in order to gain their wages

**Master Seller-** 20 Skill-points

when the user sells an Item to an NPC they will obtain double of what their item is worth, To use this perk the Seller will Obtain a special item that must be shown in order to use this skill, items obtained with the Merchants stock items may not be sold via this method

#### ***The Black-Smith, Five skill-points to learn***

The blacksmith has the Ability to Mend “Broken” shields, weapons & armor which takes 30 seconds to repair an item per point the repairing of such uses up a piece of leather or ore for a full repair

**Refining- 8 skill points-**

the blacksmith gains the ability to use additional Ores to reinforce Weapons and Defensive equipment for a full days of use, 1 ore allows a shield to take an extra hit, 2 ores per Area will reinforce armor to withstand an extra hit, weapons repaired with Gem ores will allow a channeled tana to last through one death, each item may only be reinforced once per day

**Blueprint-15 skill points to obtain**, A blacksmith who understands how each item is made can efficiently repair it, Those with this skill take half the time and only one material to fully repair an item while using a Hammer & anvil.

**Celestial Smith**-**20 skill points** a blacksmith is now able to use rare metals and ores to enchant a weapon or armor for a full day/events use, different rare metals and ores will grant different effects

#### ***The Cook***

***5 Skill-points*** *Gains the ability to Regain Health by eating, must Remain seated while eating for a full minute in order to restore a single disabled Limb*

***Creation of soup 3 skill-points-*** *Cures a player afflicted with Hypnosis, Charmed or Mind control*

***Bakers Choice- 4 skill points** Once per day the cook may bake up a single treat that when eaten grants full immunity to Status effects for a single life*

**Oaken Tea** [up for revision/consideration as a new skill]- 5 skill points - delays/denies a potion or a status effect for Three minutes after which the potive or effect takes place immediately [must continue sipping on the tea for the duration [only One oaken tea may be made per week]

***Master Chef- 10 skill points to learn*** *As a chef is one with his knives- all knives deal +1 extra damage when used against Non-magical armor*

***The Five-star meal-*** *20 skill points- Creates a meal that grants +2 attack power to those who consume it, this meal may be made and served a maximum of three Servings Per-day -The Effect lasts One Life*

#### ***The Gatherer***

*5 skill points to learn Gains the ability to procure ½ ounce of a potion component per week of their choice, [this must be logged with one of the npc guilds]*

***Farmer- 7 skill points allow** a player to procure 1 ounce of a potion component per week instead of ½ ounce*

***Herbalist- 15** skill points- Grants the Ability to refine ingredients and create 2 potions for the cost of one's components*

**Focused gathering- 15 skill points-** Once a month, the user is allowed to harvest all the required Components to make a single Craft-able potive of choice

**Growing from Seed 20 Skill points-** Seeds are obtained from monsters or by completing special quests and can be turned in and “Grown” by a Gatherer, The success rate depends on the utilization of Enchanted Water, each seed needs 1 week to a month to grow depending on the rarity of the plant Up to 3 plants may be “grown” at a time and the seeds are grown with the help of the adventurers alliance

#### **The Hunter ~ five skill-points**

Each week the hunter will obtain 2 pieces of Leather that are used in repairing leather or fur armor, additionally twice per day the Hunter can choose to skin a beast monster for another piece of leather.

**The Trapper 3 Skill-points:** Can set a max of 3 trip wires, trip wires are made of brightly colored cord tied loosely between small posts, a player that is caught by the “wire” must stop and count to ten before proceeding, wires take a 30 count each to set, a trapper is able to spot and notice traps that are set by others

**Ranger: 20 skill points to learn** -Once per Game the Ranger can channel the spirit of either a wolf or a bear, [choose one] This ability lasts for one Life, As a wolf their “fangs” deal +1 extra damage to armored players, (a fang is a non-throwing knife that resembles a tooth) as a bear all fur armor has +1 extra defense

**Bear Trap –** **15 skill points to learn**

allows a player to set up to 3 Bear traps at a time, a player that steps upon a bear trap will find a foot & leg that made contact with the trap held in place if the player moves their leg from the trap they will lose that limb,

#### **The Thief**

**5 skill points to learn** Gains the ability to dismantle tripwires, trapped chests and beartraps, 30 count to dismantle each trap or Locked Item the thief is able to spot the traps laid by others even if the traps are "hidden"

**Improved skill: 8 skill points** to learn allows a player to pickpocket another (only in-game items may be stolen and the player must successfully attach a clothespin to the person's pouch or area they wish to steal from without them noticing if a cloak or item that covers the whole form is clipped then that counts as a whole body coverage, after at least 2 minutes has passed the thief can then alert a neutral staff member who will retrieve the item obtained from the successful theft at the next available time,

**Call the Fence-15 skill points & a mask required** Allows a thief access to the black market they can bring one player with them each time they go however all players entering or exiting the black market must be masked or that player will incur a bounty upon their head

**Applied Venom 20 Skill points**- Once per Day Venom can be applied to a weapon. This poison ignores all Armor for one successful attack. In addition, due to the knowledge given from the use of Venom - all poison effects the Thief inflicts upon foes take half as long to take effect which is a 30 count instead of a 60

#### **The Archivist**

**5 skill points to learn** *Has full access to the Monster Manual, this includes what is known and the strengths and weaknesses of each monster.*

**Word of gossip***- **7 skill points,** Gains access to each player's Main character sheet, and can research 1 thing per week from the Adventurers Alliance books/past logs*

***Jack of All Trades- 15 Skill points** allows the Archivist to use the first ability of one of the other Job skills once per day(Player must note which job skill they selected for the day)*

***Focused Reading 20 skill points-** When an Archivist has a book in hand they May Battle cast elemental tana, Battle casting grants the ability to dodge and defend one's self from harm while casting or Incanting Tana [ the Book may be destroyed by a strike from an edged weapon]*

#### **The Miner**

**5 skill points to learn:** The miner has the ability to go out and mine for ores, Which are used in Repairing gear and in various crafts, Each Miner can collect two ores per days work and if they go out and find the deposit the miner can collect an additional 2 ores for a max of 4 ores per days work [deposits will be tagged with a miner only type tag that may be collected and turned in]

**Jewelers cut 8 skill points** due to a miner's keen eye for selecting deposits they can select and prepare a single gem per week that can hold a first or second Circle tana at standby, the gem becomes Worthless once the tana is cast from the gem, the gem must be logged/claimed**,**[this is the same gem ore that the blacksmith uses]

**Chosen weapon 15 skill points to learn-** a player with this skill deals +1 extra damage to Physical armor when using blunt Non-throwing weapons such as hammers, clubs, etc,

B**urrow**~**20 Skill points** once per game a miner can burrow into the ground and is safe from damage. They have to lay prone and crawl if they want to move. This lasts 30 seconds – They may not burrow into bridges

#### **The Tailor**

**Scrap Spinner 5 Skill points to learn-**

Each week The Tailor will gain 2 pieces of Cloth Material and will gain the ability to Spin cotton or bits of fur from a beast hunt/rewards into Additional pieces of Cloth

**Cloth Reinforcement 3 skill-points**

2 pieces of Cloth material can be used to grant a single point of armor to Cloth garb.- The act of “sewing” the cloth onto the garb must be carried out in roleplay [Clarification: the point of armor added is not permanent it will vanish once used and then must be re-applied, The reinforced cloth piece will last through death]

**Extraction- 15 Points- twice per day** a tailor may deconstruct a Crafted, repaired, or reinforced item for a chance to receive one of the item/s used to create it, the success rate is decided at the roll of a 6-sided die roll a 1-3 No result roll a 4-5 get 1 item and roll a 6 get 2 items, the original item is destroyed upon success or failure of the extraction

**Artisan Clothier- 20 points** A Clothier can now Create and use Two Spider silk Bandages, these bandages will Immediately stop Bleed out upon use, These Bandages can only be used once each per Game or Quest [Bandages must be made of a soft and silky fabric of the Tailors choice and are a representation of the tailor's skill with thread

#### **The Cartographer** 5 skillpoints to learn

the cartographer can Create and access Known maps on the field, these maps can be used to avoid areas of danger, and locate Known Monster positions on the field

**The Treasure Hunter**: 3 skillpoints to learn: The treasure hunter can seek out and find hidden caches of treasure that are marked on a map, treasure is limited so the first cartographer that finds it gets it!

**The Carpenter:** 15 skillpoints to learn as a carpenter the cartographer is able to dabble into the field of architecture and create a max of 3 temporary walls with cloth,rope and some sort of stakes or by tying the cloth to trees, the walls themselves must stand at least waist high and be 5 ft long to count as walls, these walls cannot be traveled through or destroyed and only a carpenter can dismantle them after a 3 minute count. [walls cannot be placed in such a manner that prevents players from reaching specialty in game items or blocks them from objectives] Walls can be shot over by archery or the gunsmith profession and rocks/boulders can be thrown over the walls but walls cannot be fought directly through with other types of weaponry.

**The Master cartographer** 20 skillpoints to learn: the master cartographer can create and hide away a portion of their own treasure that cannot be stolen from by thieves or meddled with by others including other cartographers, The container itself cannot exceed the size of a 12 Ounce or equivalent sized container and must be marked with the cartographer symbol as well as the characters name to denote it as a personal cache and not treasure!