Professions

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Please keep in mind a character is limited to 3 total Professions.

Bloodhound

While anyone can be trained to follow a trail, you have a more refined ability to not just find a target, but also analyze an area to gain further information. Your ability allows you to spend time examining an area, such as a crime scene to ather more detailed information about the people involved and what took place.

Rank 1- Follow the Clues

By spending at least 15 minutes studying a scene, this can allow you to uncover information about the scene. This will be up to the Marshal the degree of the information provided. Typical information gained can be things like: how many people were in the scene, was their combat, what looks moved from normal, signs of missing items, etc.

Rank 2- Find the Connection

By spending at least 15 minutes examining an item that is a fragment of a larger item, the character can figure out what the original item likely was, including size; as well as possibly creation information and even the context if it was a written text.

Rank 3- Read Between the Lines

By spending 15 minutes examining information; this could be studying a room or listening to stories of a specific target, or visually studying them, the character can gain a better understanding of their motivations; as well as identify if the target is suffering from any Derangements or Compulsions.

Rank 4- A Nose for Trouble

Often times the prey can be deceptive, lying and covering their tracks are but a few tools. The Bloodhound can sometimes see through the tricks; the character can negate Charlatan abilities and skills like Disguise. This ability can be used twice each reset.

Rank 5- Piece It Together

This ability requires the character to spend no less than four separate 15 minute sessions listening to other characters discuss their theories on a topic. As the other characters pass ideas back and forth as to the why, who, and how of the situation the gears in the Bloodhounds mind turn, picking out the key facts and putting the puzzle together. After the noted time the character can go to a Plot Marshal and get thumbs up or down on a line of thought about the topic. Example: For months there has been a rash of midnight bandit attacks as well as the inability to find them; coupled with some shady nobles that have been in and out of the city. After listening to other talk about their encounters and failed attempts to find them, and those characters’ theories on what is really going on and the possible connections to the nobles. The Bloodhound could as the marshal something like “So with all this info and knowing that they have to be getting help, following up on the nobles is probably the best course of action, as they are the most logical accomplice”. If the player is on the right trail the marshal would give thumbs up, if however, that just makes no sense and that is not a correct path, because players get things wrong sometimes, the marshal will give the thumbs down. This ability can only be used once each event

Charlatan

You have learned the game and the game is profit, and profit comes by working the ins and outs of people. Being a smooth talker is only part of the game, being sly and quick of the hand is also a trade secret.

Rank 1- Sleight of Hand

Sometimes being a smooth talker is just a diversion for what is really going on. This skill allows the character to perform actions that others won’t notice. To use this ability, the character must clip a medium binder clip to the targets pouch/pocket they are using the ability on; if this action is seen in game then it is clear what happened. The player then must go to a Page 225 Marshal, and the marshal will find the target and retrieve the clip and retrieve a random small item from the pouch; or a specific item, if named and it is located there, and no larger than the binder clip used. This ability can also be used to place an item into a pouch using the same process. This ability can be used twice each reset.

Rank 2- Takes one to Know one

You have learned the tricks of the trade and have practiced all the short cuts. You can burn a use of Sleight of Hand to negate the use of such against you, though you will not know the identity of the culprit. Additionally, given enough time you can break down a Forgery and figure out if it is legit or faked.

Ranks 3- Bluff

To sell a con you have to come off as “honest as can be”, and this has its perks. This ability allows the character to make a lie believable, granted it has to be feasible, causing those in the conversation with the character to believe it. This ability will fail in the presence of irrefutable proof; such as you cannot convince someone that the water they are drinking is acid, or that something that they are currently reading actually says something completely different. This ability can be used as a defense again skills and abilities that cause the target to give truthful answers to questions. This ability can be used once each encounter.

Rank 4- Forgery

Sometimes running a con needs more than just a silver tongue; sometimes you need the right bait. The character can create forgeries so long as they have key details about the item to be copied or the original itself. It takes at least an hour to create a forgery, though may take longer for complex items. Realize this will not make a 100% perfect forgery, and a person that is very familiar with the real thing may notice. This ability cannot create games items with a Market Value.

Rank 5- Grandstanding

Holding the attention of a crowd is by far of key importance when it comes to a con, and this takes everything you have. This ability will allow a character to hold the attention of everyone in the encounter, though those aware the ability was going to be used can choose to ignore it. So long as the character continues to talk and engage the audience they will be distracted and mostly ignore the world around them, so long as no hostile actions are taken against them; this includes the characters’ allies surrounding the audience so they can attack. There are some circumstances that the audience’s attention may break away, especially combat even if they are not involved. This ability can be used once each reset.

Connected

You have been around, be the countryside or the world, and along the way you have made some acquaintances that you can call on. Everywhere you go you seem to be able to get a pulse on the surroundings and make the most of it.

Rank 1- Rumor

Catch local rumors of things going down; sometimes this can even be used to even find an odd job.

Rank 2- In the Know

Find out what is going on in a specific organization at the lowest level, meaning what it is currently working on or dealing with is. This is easy for public organizations, but secret societies deliberately obfuscate both their activities and their motives. In The Know still functions against those, but only if you've cultivated sources in the one you're asking about it.

Rank 3- Word on the Street

Find or locate a place or person that is not purposely being masked or hidden by detailed means. A guy laying low still has to get some food, this makes him findable. While this can be used during an event it will take a minimum of 12 hours to get an answer, though in some cases it can take longer.

Rank 4- Look It Up

You can have a contact do some research for you; this is equal to a Rank 3 research question. While this can be used during an event it will take a minimum of 12 hours to get an answer, though in some cases it can take longer.

Rank 5- Insider Trading

You know a guy who knows a guy and he can get you info that is on the level. From whom the local Baron had a private dinner with, to how often the Merchant’s Guild ships to a known local. While this can be used during an event it will take a minimum of 12 hours to get an answer, though in some cases it can take longer

Diplomat

You have not only learned to deal with others well, but you have also mastered the art of getting what you want out of those interactions.This skill cannot be used once combat has been initiated, and it is considered to be a concentration skill, in that you cannot take other actions during its use. Additionally, this skill only function on humanoids that the character is able to communicate with, it is not likely a fire elemental will want to talk. A character can only influence others so much; this limits them to a single use of the skills below per encounter.

Rank 1:First in Line

While it is not a major thing your ability to influence others does give you a knack for being first. Unless contested by another with higher Diplomacy you can move yourself to the front of the line when it comes to dealing with others. This skill can be used on player’s characters, but only once each encounter.

Rank 2- Silver Tongue

Words come to you as easy as breathing, and you have a way of building trust almost instantly. So long as you have been speaking with a target for 5 minutes, you can use this skill, which is followed by a question that the target must answer truthfully; though the extent of their answer could vary from a yes/no to more detail. This skill can be used on player’s characters.

Rank 3- Parley

In a situation where the character is faced with a hostile force but combat has not started the character can attempt to delay combat by having a face to face with the person in charge. Unless countered, the enemy force will delay combat so long as they are not engaged and the character using this skill will be allowed passage alone, to speak. This skill will last for up to 5 minutes, at which time the normal course of actions will resume.

Rank 4- White Flag

Not always is the situation clear as to who is right or wrong; however, you have a way of crossing that line safely, albeit for a short time. You can use this ability to enter a hostile area unharmed, at least immediately, so long as you are not armed and remain non-hostile the enemy force will at least speak with you. This does not give you full access to their area, or special Intel but it gets you close enough to ask questions. Even the most aggressive of races understands the white flag, and respect it as far as they need; great warriors need not kill the weak and those who are no threat. Though there better be a reason presented as to why the diplomat is not to be attacked.

Rank 5: Peacemaker

Reason is always a tool best used at the right time. This skill can be used to sway those that can hear the character speaking; through the heat of combat will almost assuredly prevent such. The character can prevent a fight from even happening, though in most cases this means they are allowed to leave the area without immediate action by the enemy.

Merchant

As long as people have needed a thing but not had it there have been Merchants. The middle-folk of commerce making profit over facilitating the acquisition or liquidation of goods. You may make one trade per reset. Additional trades can be carried out by completing extra NPC shifts.

Rank 1- Common Capitalist

At this Rank you may use your Merchant actions to Buy, Trade, or Exchange Common components and Rank 1 Crafted Items and their Recipes. Note that this Rank may be used by those with the Merchant Background or Felis species trait even if no levels of the Merchant Profession have been purchased.

Rank 2- Uncommonly Lucrative

At this Rank you may use your Merchant actions to Buy, Trade, or Exchange Uncommon components and Rank 2 Crafted Items and their Recipes.

Rank 3- Rare Breed

At this Rank you may use your Merchant actions to Buy, Trade, or Exchange Rare components and Rank 3 Crafted Items and their Recipes.

Rank- 4-Basic training

At this Rank you may use your Merchant actions to Buy, Trade, or Exchange Named components and Rank 4 Crafted Items and their Recipes.

Rank 5-Advanced Money Making

At this Rank you may use your Merchant actions to Buy, Trade, or Exchange Advanced Crafted Items and their Recipes.

Rank 5-Wonderously Profitable

At this rank, which can only be achieved through the Merchant Background or Felis Born Trader power, you may also wheel and deal in Craft Wondrous Item Recipes.

Officer

While some have served their homelands as a devout soldier, you did so and excelled; and even may still serve among the ranks. Your training has given you leadership qualities as well as the ability to work under pressure, and see your task completed. Ranks in Officer are not necessarily indicative of current military rank in one army or another. Where they are, they still don't necessarily allow you to issue orders to other military characters - good officers can get very hostile about chain of command and react unpleasantly to foreign officers (or even local officers not in the direct CoC) issuing orders to their people.

Rank 1- Mess Hall

This ability cause’s characters with the Soldier background to gain 5 Base Body Points that will last for an hour; after spending at least 10 minutes eating a meal with an Officer. This ability is passive and always on.

Rank 2- Motivate

Often times you are called to lead men to their deaths or worse, and while the faint of heart might falter you know how to push them into the fray. By giving your comrades a pre-battle pep talk, that must be at least 30 seconds, they gain a single Resist Fear; this will last up to 3 encounters, and will be lost if not used.

Rank 3- Keep the Peace

While it may be seen as intimidation you know how to bring a heated argument to a halt. Using this ability will cause those engaged in a heated argument to stop speaking for 30 seconds as well as Pacifying them, they cannot incite combat, though the effects ends if they are attacked in any way. This ability can be only used once in an encounter.

Rank- 4-Basic training

You have mastered the art of pushing peoples limits when training them. When teaching class skills to another player the time is reduced by 50%. This skill is passive and always on.

Rank 5-Countermand

As an Officer you have been trained as a leader, as such your orders can override enemy influence. This ability will end a Command or Charm effect on one of their allies; this will also protect them from future effects from the same enemy. Additionally, this ability can negate the use of Condemn. This ability can be only used once in an encounter.

Priest

As a follower of the faiths you have learned that healing one's mind and spirit goes hand in hand and far deeper than the flesh. You work the will of faith in the higher powers as both a shield for the weak and a sword against the wicked. our calling has made you devout and you rarely question that there is a master plan and you are to play your part.

Rank 1- Last Rites

Death is not the final stage of existence as many would believe; though once your spirit has passed on the body remains. The ability safeguards the deceased, ensuring that no harm will come to their body after burial, including being raised as Undead. This ability takes 2 minutes to perform.

Rank 2- Atonement

The power of prayer has the ability to absolve the mind and bring peace to even the most tormented. This ability takes a number of minutes of concentration and/or RP with the target to remove effects from them. The time needed varies as follows:

  • 5 minutes- all non-permanent Mental effects will be removed.
  • 30 minutes- will end more permanent effects, such as Thrall and Enslavement.
  • 2 sessions of 30 minutes- remove a temporary Derangement, so long as Priest knowns what ails the target.
  • 4 sessions of 30 minutes- will remove a permanent Derangement, so long as Priest known’s what ails the target.

Rank 3- Consecrate

The character can use their faith to grant temporary protection to an area. This takes 5 minutes to perform and the area must be defined, such as a building or a circle drawn on the ground. So long as no one inside the area is wielding any weapons, though they can be stowed, the area will become peaceful and no aggressive action can be taken by anyone that enters the area, so long as the Priest maintains concentration. This effect will end if anyone inside the area, at the time of the skills use draws a weapon or makes an aggressive action. This effect does not work on mindless target, such as Golems, Lesser Undead, and some Elementals.

Rank 4- Augury

Meditation and faith can often times help guide your course. By spending 1 minute praying the character can seek guidance on whether a particular action will bring good or bad results for their immediate future, around 30 minutes. The only answers they will receive are: Weal (for good), Woe (for bad), and Weal & Woe (for both). This ability can be used twice each day.

Rank 5- Condemn

By faith alone you can judge those you face in combat. By levying their sins and misdeeds against them you can built doubt in your enemy and expedite their departure from this world as they lose hope. When used the target must be clared and they suffer the effect of Curse of Death.