Artisan

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While the world is filled with heroes and monsters, the real world continues to due to efforts of the common man. While many have learned a trade or a craft to survive it is those who have pushed themselves in mastering the arts. They are those who have chosen to not hide when trouble comes, but instead have taken their skills to the front line, to aid those who would rush into the fray. Artisans, while not your traditional adventuring hero play a crucial role. While they have spent no time training in the ways of magic or martial expertise, they have spent plenty of time learning and being adaptive. And for this they are truly gifted in many ways.

Armor: Due to their vacancy of martial training Artisans can only wear Costume Armor.

Weapon Proficiencies: Artisans are skilled with Short Weapon only.

Class Features:

Time Well Spent: When you put your time into something you get out more than you put in. The items that the Artisan crafts have 3 additional months of duration (maximum of 15 months); in the case of weapons and armor, these 3 months do not consume additional components. Additionally, counted actions from using a skill are reduced by up to 1 minute, but will not reduce counts to below 1 minute

Will to Survive: While you are not hardened by the rigors of training for combat, your effort is not lost. Your drive and ambition to save this world grants your grip on life, extending your Bleed Out Count by 1 minute.

Adaptive Learner: When you get in a rut it is not always a bad thing, all that time not wasted on practicing for combat has made it far easier for you to pick up on new things. Learning a skill takes 50% less time than normal.

Artisan: Basic Skills
Skill Cost Prerequisite Skill Cost Prerequisite
Brew Potion 6 Read and Write Healing Arts 5 First Aid & Diagnose
Chemistry 6 Read and Write Knowledge (area) 2
Cooking 6 Read and Write Miner, Minor 2
Craftsman 2 Miner, Standard 3 Miner, Minor
Diagnose 2 First Aid Profession - 1st 3
Engineering 6 Read and Write Profession - 2nd 4
Estimate Value 3 Read and Write 2
Farmer, Minor 2 Scribe Rune 6 Read and Write
Farmer, Standard 3 Farmer, Minor Smithing 6 Read and write
First Aid 2 Theurgist, Minor 2
Improved instruct 1 Read and Write Theurgist, Standard 3 Theurgist, Minor
Artisan: Advanced Skills
Skill Cost Prerequisite Skill Cost Prerequisite
Advanced Medicine 8 Practitioner Mastery: Insight 3
Mastery: Pack Rat 2 Mastery: Quickness 2
Mastery: Good to the Last Drop 3 Practitioner 8 Healing Arts
Farmer, Major 5 Farmer, Standard Miner, Major 5 Miner, Standard
Theurgist, Major 5 Theurgist, Standard

Advanced Medicine: By combining your skills and knowledge you are able to maximize your efficiency. The skill consumes 2 Common Herbs per target, when the skill is used. This further refines the Practitioner skill; reducing the time to 10 minutes to generate all of the following effects on up to 3 targets; Cure Metabolic, Cure Disease, Remove Curse, and Regenerate. They can also choose to spend 5 minutes working to generate a single effect on the 3 targets; these do not have to be the same effect. Additionally they can work for 10 minutes with a single target and they can remove the effects of Horrify, Nightmare, Petrify, Slumber, Sympathy, and suppress Permanent Derangements for the remainder of the current event

Brew Potion: This skill allows the character to create potions that store the power of magical spells to be used later. Each time the skill is purchased, what they can produce and the amount they can produce, is increased. For more information, see the Production section.

Chemistry: This skill allows the character to create poisons and elixirs. Each time the skill is purchased, what they can produce and the amount they can produce, is increased. For more information, see the Production section.

Cooking: This skill allows a character to spend time in game creating items that can be consumed for some in game benefit, such as healing, curing of ailments, granting them temporary defense, or even restoring expended resources. Each cooking recipe will have the cost, time to prepare, and effect listed on it. If taken at character creation, the character will begin with 1 Recipes per Rank.

Craftsman: This skill can be taken for any art of crafting the player chooses. Some examples are: Glassblower, Brewer, Herbalist, Baker, Etc. At Event Check In, for each purchase of this skill, the character will either receive 10 Copper per rank, or produce appropriate tagged items related to their art of crafting. This skill has a max of 20 Ranks.

Diagnose: This skill will allow the character to determine the condition of the creature, by asking the following questions: “Are you- (Dying, Dead, Conscious, Unconscious, Venomed, Diseased, Stunned, Sleeping, How much body are you down)?” The character may also be able to receive other information at the marshal’s discretion. You must be within arm’s reach of the Target though you do not have to touch them.

Engineering: This skill allows the character to create traps, locks and other anachronisms. Each time the skill is purchased, what they can produce and the amount they can produce is increased. For more information, see the Production section.

Estimate Value: This skill allows a character to spend 1 minute studying an item to determine its market value. The value will be given by a Marshal or will have a code on it that will tell the player the value.

Farmer, Minor/Standard/Major: This skill allows a character to operate a Node and collect Herb/Food components from it. The amount and type of components that are collected is based on the level of skill the character has purchased. Additionally, the character can Refine and Extract components.

First Aid: This skill allows a character to stabilize a Dying creature with a 60-second counted action. While performing this count, the target’s bleeding out counts stops, but they are not stabilized until the 60-second count is completed without interruption.

Improved Instruct: This skill reflects the characters’ skill at educating others. While anyone can instruct another character in a skill they have, a character with this skill can do it far quicker, taking only 5 minutes to teach a Basic skill and only 15 minutes to teach an Advanced skill.

Healing Arts: This skill allows the character to treat a targets wounds and injuries. This skill takes 20 minutes and can be applied to 2 targets at once. At the end of the treatment, the targets will be healed for up to half of their maximum Body Points, all Toxins removed from their body and up to 2 limbs regenerated. Alternatively, the user can choose to spend only 10 minutes, but will generate only one of the effects instead of all 3.

Knowledge (Area): This skill allow the characters to access knowledge that they have trained in. How much information may be garnered is based on the character’s rank in that area. Knowledges are ranked from 1 to 5, with 1 being just above basic education and 5 being a versed scholar in the field. You may ask questions to a Marshal or Plot member during a game; however, they may or may not have an answer for you at that time. Reasonable answers will be given immediately. Each time a rank of Knowledge (Area) is purchased, the character will gain 1 knowledge point. Purchasing the 5th rank will award 2 points instead of 1. All knowledge points are in a shared pool and can be used as the character needs with any Knowledge (Area) that they have. The Knowledge (Area) section under Basics has a list of what each knowledge area can do and the point cost to generate said effects. The highest effect that can be generated is capped by the rank in that Knowledge (Area) the player has purchased. Each reset a player can spend a limited number of the Knowledge points in a given Knowledge; they can spend a maximum of 2 times their current rank in the associated skill from their pool of points. The following is a list of Common Knowledge (Area) skills; others would need to be approved by the local plot team: Astronomy, Cycle, Deep Elf, Dwarf, Ent, Felis, Geography, Gnome, Half Troll, High Elf, History, Human, Magic, Nature, Nautical, Nobility, Planes, Rok’Shen, and Warfare.

Mastery: Good to the Last Drop: Whenever you use a non-advanced Potion or Elixir you can split the dose generating a second application that must be used immediately, within the next 10 seconds.

Mastery: Insight: Artisans are keen on observing the world around them, not being in the heat of combat they just pick up on the background you might say. This skill allows the character to use a Knowledge (Area) ability, without spending Knowledge Points. The player will announce ‘Insight’ as they use their Knowledge Skill.

Mastery: Pack Rat: You are always working and that means constantly having your hands full with a number of projects, this means you are never without a bag of random useful items. When used you can find a useful tool in your bag to use for a single action, the following are examples but a marshal may approve other uses. Examples: Master Tools, Minor Artisans Workings, Hammer & Nails, Crowbar, 10 feet of strong cord (+2FoS), Candle & Match, Mirror, ect.

Mastery: Quickness: This skill allows the character to reduce a counted action by a degree of time. This cannot be stacked with itself for multiple reductions. This skill is considered a Passive Temporary Reduction.

 Over 60 seconds is reduced by 50%,

 60 count becomes a 30 count,

 30 count becomes a 3 count,

 3 count becomes a 1 count.

Miner, Minor/Standard/Major: This skill allows a character to operate a Node and collect Ore components from it. The amount and type of components that are collected is based on the level of skill the character has purchased. Additionally, the character can Refine and Extract components.

Practitioner: This skill improves upon the character’s ability in Healing Arts. The time to treat a target is reduced to 15 minutes and can now be applied to 3 targets at once and will additionally remove Curses afflicting them. Similar to Healing Arts the user can choose to spend only 10 minutes but will generate only one of the effects instead of all. Additionally, the character can work with a single target to identify and even temporarily suppress one of a character’s Derangements for up to 6 hours.

Professions: Professions are a set of skills that reflect a character’s study in that field. Each profession consists of 5 ranks each having a different ability, the ranks must be purchased in order. Each profession also functions under its own set of rules; this is because different abilities have different usages and limits of use. The cost for each rank is based on the number of Professions you have meaning, your 1st Profession all ranks are the same cost. Your 2nd Profession all ranks are at the cost noted on the table, and so on. A full list of Professions is available under Basics.

Scribe Rune: This skill allows the character to create magical Runes that store the power of their spells to be used at a later time. Each time the skill is purchased, what they can produce and the amount they can produce is increased. For more information, see the Production section.

Smithing: This skill allows the character to create armor and weapons, as well as craft advanced specialty items. Each time the skill is purchased what they can produce and the amount they can produce is increased. For more information, see the Production section.

Theurgist, Minor/Standard/Major: This skill allows a character to operate a Node and collect Residuum components from it. The amount and type of components that are collected is based on the level of skill the character has purchased. Additionally, the character can Refine and Extract components.