
Professions
Professions
When creating a character the player choses a profession for the character. The profession can be either current or former, and gives a set of skills to the character.
(This is an incomplete list and more profession will be added)
Navigator: Navigators direct and navigate (mainly) airships with the help of maps, shiploggs and the stars. All ships need a navigator and good ones are highly sought after. Whether it be a merchant, military or even pirate ship, a navigator is never without work.
Skills: Navigation, Cartography, Knowledge; Astronomy, Repair, Knowledge; Ships, Knowledge; Geography.
Ship Captain: A Captain is a respected man in these times. His purpose is to lead and direct with a firm hand, making sure his ship travels safely and efficiently between ports. He may do it for the crown, a merchant guild or in his own name and glory.
Skills: Air and sea shipping, Ship battle, Knowledge; Ships, Leadership, Repair, Knowledge; Factions and societies, Pistol, Brawling, Barter.
Sharpshooter: Ranged weapons are the hallmark of the Sharp shooter, an expert that will pull of any impossible shot with perfection. He is one with his weapon and once he has a target marked, he won't miss.
Skills: <Ranged weapon>, Knowledge; Ranged weapons, Repair, Crafting; Woodworking (or) Metalworking, Mechanics, Acrobatics, Combat Experience.
Focus ability: Sharpshooting
Steamtech - "If it can be built, it can be powered by steam" is the unofficial motto of the steamtech. These incredible inventors see steam as the ultimate compliment to any device. Their knowledge isn't limited to steam engines, even if they are well versed with all the in's and out's of them, however the core of a steamtech is his ability to utilize steam in any way shape or form to produce amazing results.
Skills: Mechanics, Craft; Metalworking, Knowledge; Metallurgy, <Weapon skill>, Vaporology
Changed - With everything fantastic that has come with Trinitum, there also come things that are more malicious. As trinitum became part of everyday life, the exposure to it became too much for some, making them sick with "glowing disease" because of how the afflicted gets a dim blue glow in their eyes and as it progresses the veins of the sick start glowing as well. Many that succumb to the sickness die, while some face a worse fate, they change. Out of those that live this cruel fate, some have their bodies transform, becoming unnaturally strong, agile or may even grow fangs. Others have their mind changed, leaving them with mysterious abilities to seemingly affect the world around them with mere thought. Though their change may be extremely different, anyone that has contracted and survived glowing disease shares that they have a dimly blue glow in their eyes and any shallow veins. They also face prejudice and mistrust from people wherever they go.
A Changed receives one ability of either a physical or mental sort. Those that have gone through the change cannot gain new abilities unless the current ability allows it or the GM allows it. The ability does not necessarily give a new skill, for example someone that gained superior strength instead adds value to his strength attribute, likewise someone that gained agility or a heightened mental attribute. If the change instead adds something to the character, like venomous claws or a kinesis ability, a new skill is added as <Changed; (ability)>
Abilities may require focus to be activated and depending on whether it is a physical or mental sort, another attribute may impact the usage (the GM has final say).
A Changed character does not have any specific skills and instead the player chooses another profession that the character take his skills from.
Duelist – When honor is at stake, it's the task of the duelist to set it right. Among the nobles and high ranking of the empires it is not uncommon that disputes be settled with duels. But as many do not wish to truly jeopardize their life, hiring a professional duelist will save both face and name. Depending on culture, duels only allow going on until one yields or first blood is drawn, while other are to the death. In places where death is not permitted, dueling have transformed into a sort of art form where the duelists face of with rapiers in a dance-like swirl drawing out the act for as long as possible. A long and intense duel not only brings glory to the duelist, it also reflects well upon whoever has hired him. As such, even if the duelist would lose, so long as the crowd had been entertained all honor is restored and the dispute seen as settled. In contrast, whenever the duel is to the death, speed and proficiency to end the duel quickly is preferred. Traditionally swords were used as with the non-deadly version, though more and more firearms have taken the role of weapon of choice.
The world of the duelist is full of tradition, intrigue and danger. Few ever stay long, even fewer masters the art. A duelist is a tool to be used and discarded, not seen fully as a person. In some places death is preferred before losing, even in a non-deadly fight as a loss is certain to ruin ones reputation forever. There is also those nobles that can't accept a loss and will have his champion punished for not upholding his honor, often cutting of a finger or the whole hand. In the event of a duel to the death, a maimed but alive duelist might be left to bleed out if he loses. But to the winner, honor and riches are given. For the right client, a duelist could retire for life after just one settlement. But the enchantment of life in abundance among the top of society along with the thrill of the battle have most staying, only to fall from grace in their next fight or being sacrificed as a pawn in a game among nobles.
Skills: Acrobatics, Melee (Rapier), Pistol, Etiquette, Knowledge; History, Gamble, Seduction, Combat Experience
Focus ability: Duelism
Soldier – The cornerstone of any empire is her soldiers, ready to defend and fight for the greatness of the empire and its ruler on any battlefield. He is to carry himself with honor and dignity, representing the best that the homeland has to offer. At least, that is what the recruiting posters say. For the most part the life of a soldier is repetition, whether it is training or duties. The world is for the most part peaceful, with no open war ongoing.
However, unrest at home and rebellious tendencies in the colonies fall on the army to handle. Then there is also the skirmishes taking place in no man's land beyond the drawn lines of civilization, not seen as acts of war. As the empires work to expand their influence and areas in the new world, military assets are used to strong-arm their right to rule. But as kings and generals look at maps, soldiers dig and die on the battlefield. If a soldier is lucky, he'll be posted at home in the empire or at least in one of the established colonies where his biggest risk is boredom, at worst he'll be thrown into the meat-grinder in no man's land, becoming just another body on the pile.
Each empire have different forms of armies but the training of soldiers is common enough, training with rifles and exercise to strengthen him before any special training takes place. A soldier is expected to learn the structure of the military, with ranks and history as well as the common tactics of his army.
Skills: Military maneuver, Rifle, Pistol, Melee, Brawling, Knowledge; Military, Acrobatics, Gamble, Combat Experience
Medical Doctor – It's more common to die of injury or disease than of old age. It is the mission of the medical doctor to look after the people and their health. To be a doctor is a highly regarded profession and many spend years of study at a prestigious academy to become one, after which most doctors chose to practice at a hospital in a major city or as a private physician for a wealthy family. However, the real skill and knowledge comes from practice, especially among the wounded from battle or along the frontier. Only a few brave ones choose to follow that path, but they stand to make the difference between life and death for a lot of people.
Skills: Medicine, Knowledge; Anatomy, Read/Write, <Language>, Herbalism, Knowledge; Biology, Knowledge; Chemistry
Pirate – Where there are riches there will be those that want to take it for themselves, by any mean. Pirates are a scourge to traders and travellers, a constant threat that could appear at any moment.
There are as many different sorts of pirate as there are ships in the sky, but the one thing they all have in common is that they want to take any and all valuables they can get their hands on. But there are rumors of some pirates being of a benevolent sort, only attacking government vessels and those that profit on the suffering of the poor and downtrodden. But in reality, these rumors come from the novel imaginations of story writers rather than real encounters.
The typical pirate is as good at maintaining as ship as he is at fighting, as his life depends on both, though there is a lack of any finesse since in survival only the most brutal prevail in the harsh world of the lawless.
Skills: Pistol, Rifle, Brawling, Melee, Acrobatics, Knowledge; Ships, Gambling, Combat Experience.
Lawman – The protector and keeper of the law in the colonial areas. The lawman is a somewhat new profession, only being viable over the laws half of a century. Compared to the guardsmen of the old who only concerned themselves with the order of the colonial settlements, the lawman has his jurisdiction covering both town and countryside of his area. The lawman gets his office from the governor and is tasked to uphold imperial law within the rightful borders of the colony, to protect its inhabitants and make sure that justice is served to any wrongdoer. The lawman is however seen as an ambiguous figure, as likely to help you out as to fine you for a simple mistake. Though this might be true in some cases, it is more likely rumors started by unsavory individuals to undermine public support of the lawman. This is just the reality of a lawman as he has to deal with a lot of arbitrariness and local hierarchies among the people. Still, there are many lawmen that go out every day trying to do right and keep the law.
Skills: Pistol, Rifle,
Brawling, Knowledge; Law, Knowledge: Criminal
Underworld,