In addition to your character’s primary class, you are able to choose one profession for your character. Although your character is not required to have a profession, they can enhance your adventuring experience. There are eleven available professions: the apothecary, blacksmith, chef, cleric, engineer, medic, merchant, professor, soldier, tailor, and witch/wizard. Each profession has their own unique set of skills that you might find useful for your journey. Of course, you’re not limited to these eleven professions alone. If you want your character to have a different career, speak to your GM about it. You may even find that the profession you want for your character may fall in line with one of these existing professions. For example, a baker could be a chef who specifically specializes in baked goods.
You’ve been trained in herbalism and medicine. You are able to locate and properly collect different plants for their medicinal properties, and use them to create different medicines. Unlike spellcrafting, creating potions and tonics as an apothecary cannot fail, and only requires an FP cost and preparation time. The medicines an apothecary can make are capable of restoring health, flow, and preventing status ailments to the party. Consult an Apothecary’s Enchiridion for different recipes.
When searching for medicinal plants, perform a percentage roll for every hour spent searching. The result of which medicinal plant you will find is dependent on your location. Consult with your GM for these values. There is also a chance that you might not find any medicinal plants at all. If you successfully roll for a plant, roll 1d4 and increase the result by 1 for every 2 points of your Observation modifier. The final result is the amount of the plant that you find.
You’ve been trained in smithery. As a blacksmith, you are capable of forging different tools, weapons, and armor with a hammer in hand and an anvil and forge by your side. Although the process itself has no cost to yourself, forging takes time and you are limited to the materials you have access to. However, you are able to melt down any unwanted scraps of metal you find and repurpose them into something you need. For example, perhaps you have no need for a katana, but you can melt it down into an ingot to forge a rapier. In addition, all items you forge can be sold at full market price.
If an item requires repairing or refitting, you do not require any extra materials to do so as long as the original item has no missing parts. In order to forge new items, you require ingots. Ingots can be created from melting down existing steel and immotium items or from refining ores. The amount of ingots required to make an item is the same as the amount of ingots it can be melted down into. Not only can you make standard weapons and armors, but you can also forge unique weapons and armor from some of the valuable parts of monsters. Forging can take several days to complete, but the days spent do not have to be consecutive. In addition, every 2 points of your Dexterity modifier reduces the amount of days required by 1, but cannot reduce it below 2 days. Consult your GM for a table of items, the amount of ingots that make up the item, and their forging time. As a general rule of thumb, unspecified items require at least one ingot to forge and a minimum of 2 days forging time.
You’ve been trained in the culinary arts. You are able to cook different meals that benefit you when eaten. You also understand how different meats benefit people in different ways. While you can still use a cookbook for specific recipes, you may create your own beneficial recipes whose effects are based on the meat used. As a trained chef, you automatically have the Adept Chef trait without it using up one of your generic trait slots. Consult with your GM to learn what benefits a certain meat provides.
For nonspecific recipes, a single serving requires 20 minutes of cooking time. For serving size, a single serving must be at least 8 oz. of meat or breast. For eggs, a normal monster’s egg is worth one serving, a large monster’s egg is worth two servings, and a giant monster’s egg is worth three servings. Your GM will also provide you with information pertaining to the meat’s fatigue reduction and the Dexterity checks required for each level of quality.
You are a devoted member of the church, and your prayers are answered by the gods for your strong faith. The churches of Terrium, which serve the four main gods, each have four branches that also serve a deity under that god or goddess. Devoting your faith to one deity can be quite different from devoting your faith to another deity even under the same god or goddess, and will have different effects to answer your prayers. When you choose a deity to serve under, you gain access to that deity’s favors and the favors of the main god or goddess they are under. Choose your deity wisely as you will not be able to switch to another deity.
At 1st level, your character can store a maximum of 6 prayer points. Every time you level up, your maximum prayer points increase by 2, to a total maximum of 20 at level 8. When you level up, your prayer points do not refill, and although the maximum is increased, you do not immediately receive those points. In order to refill your prayer points, you must spend at least one uninterrupted hour in a day praying to regain 1 point. Spending prayer points for favors in battle behaves like using skills. The list of divine favors available can be located near the end of the player guide.
You’ve been trained in performing practical applications of pure sciences and mechanics. As an engineer, you are able to repair various mechanical objects for your traveling needs, such as radios, automobiles, motorcycles, and wagons. In addition to this, you are able to construct makeshift tools and shelters out of the things you find around you. Using your knowledge of mechanics, you can analyze various mechanical traps and locks and disarm or unlock them.
If damaged, the engineer is able to repair many mechanical objects, including but not limited to radios, automobiles, motorcycles, wagons, arm cannons, ironclad shields, and caster revolvers. Creating makeshift tools, such as a ladder out of branches and vines, is limited only to your own imagination and how conceivable the idea of the tool you wish to make, and temporary shelters can be constructed from almost anything. Consult your GM on how much time is required to repair or create and item. For disarming mechanical traps or unlocking mechanical locks, the engineer must spend 10 minutes analyzing the mechanism in order to disassemble it safely and without the use of a check. The engineer cannot disarm or unlock magical traps and locks.
You’ve been trained as a healer and physician. You are able to tend to others’ wounds to help them heal a bit quicker, and you can diagnose a variety of illnesses and curses. While you may or may not be able to cure these on your own, you know what sort of treatment is needed to remedy them. One small downside, however, is although you can set your own broken bones and diagnose your own illnesses, you are unable to increase your own ability to heal.
You can evenly redistribute the flow between you and your patient to quicken their health regeneration while at rest, even if they’re not asleep. By increasing your fatigue at a rate of 3 per hour of treatment, you will activate your patient’s HP per hour and increase it equal to their Vitality modifier (min. 3). This means that even if they have a negative modifier, their HP per hour will still be increased by 3. If an ally is coming down under the effect of an illness or curse, you will immediately take notice, and you may spend one day diagnosing them. After diagnosing your ally, consult your GM for details of the illness or curse and whether it’s within your personal power to cure it or you require additional aid.
You’re a licensed merchant who knows their way around a good price. People are more trustworthy of your wares as a licensed merchant, allowing you to sell your goods at more favorable prices, and through your connections, buy goods from other merchants at a lower price. You have knowledge of the local prices of items to use at your advantage. As a merchant, you automatically have the Appraisal trait without it using up one of your generic trait slots.
A merchant begins the campaign with a draft horse, a traveling cart, and 1,500 lupa instead of 1,000. The traveling cart is pulled by your horse, can hold up to 300 pounds of items, and allows you to set up shop wherever and whenever you want. If the traveling cart is ever damaged beyond repair or lost, a new one can be purchased from a carriage wagon service for 250 lupa. You get a +2 bonus to your Charisma checks when haggling and trading.
You’re a scholarly individual who has diligently studied a subject matter. You’ve spent years learning just about everything there is to know about it. You are extremely knowledgeable about your topic, and most of the time, you do not need to perform a Knowledge check when a question arises about it. Below are some subjects you might find most useful on your journey. Consult your GM for other subjects you might want to be an expert of.
As a zoologist of Terrium, you’ve learned a lot about the various creatures and monsters of the world. You have all the knowledge contained within the Terrium Bestiary, and you are aware of the types of attacks a monster can use. You also receive a +3 bonus to your Knowledge checks when making checks for monster lore. This bonus does not stack with other effects that increase Knowledge checks for monster lore.
As an anthropologist, you’ve delved into the societal intricacies of each of the four races. You understand their cultural traditions and societal behaviors. You also learned about their local folklore, religious beliefs, and social hierarchies. In addition to this, you have also learned a bit about the social behaviors of monsters.
World maps are vague, and more detailed maps can be expensive and hard to come by. Thankfully, as a geographer, you are an expert in the geography of the world. You have an excellent sense of direction, you know which paths are dangerous or safe, and you have detailed knowledge of various areas that are otherwise vaguely represented on maps. You also have a skill in cartography, and you are able to use this skill to create your own detailed maps.
You’re well read in many texts and have a deep knowledge in the ancient and modern histories of Terrium. You know the ancient history of the creation of the world and the gods, and the war against the gods to the eventual creation of First True Warriors. You know the modern history of the Great Wars and the events that transpired after them up to the present time. Your knowledge of history also extends to the lore behind famous locations and people.
Although many cultures throughout Terrium require temporary military service or offer military training, you have dedicated your life to be strictly a soldier. As an official soldier, you command more respect than others and can be diplomatic in sensitive situations. People, especially those with high authorities, are more likely to trust you as a respectable soldier. You are also far more likely to notice criminal activities around you and your party mates.
While learning skills from a training scroll, reduce the total amount of days of training by one. As a respected soldier, you are able to learn skills from NPCs free of charge. You receive a +2 bonus to your Charisma checks when making checks while defusing arguments, making deals, and talking to high authority individuals. You also receive a +2 bonus to your Observation checks when making checks to spot a thief or criminal in your vicinity.
You’ve been trained in clothes making. You can identify the special properties of a monster’s hide, and which ones are useful enough to fashion into clothing. Though you can fashion them into any sort of clothing you choose, you’ve found cloaks, gloves, and boots to be the most useful out in your adventures. You begin the game with a tailoring kit that fulfills all of your clothes making needs.
When making clothes, you can acquire a certain amount of material from a creature depending on its size. The larger the creature is, the more material you are able to gather from it. The type of clothing will also affect how much material you will need. For example, a pair of gloves or boots might only require materials from one or two small creatures, but an entire cloak might take three or four. Consult your GM on how much material is required for certain types of clothing and the amount of time it will take to make it. For unspecified types of clothing, the GM will decide how much material required based on the size of your desired clothing.
You’ve been trained in the mystical arts of spellcrafting and ancient invocations. As a witch or wizard, you have a much easier time crafting spells than a commoner, and you automatically have the Spellcrafter trait without it using up one of your generic trait slots. In addition to this, you have the knowledge of what each component is capable of doing without having to consult an expert or research its effects, and you are able to understand which components you are missing to complete your desired spell. You also have an innate ability to easily learn and cast ancient invocations compared to others.
Unlike a commoner who dabbles in the art, witches and wizards are very thorough in their spellcrafting. You keep a journal of all your successful spells with very detailed instructions on how you prepared it. Whenever you successfully craft a spell you haven’t crafted before, you may write down the components you used for the spell, the exact effects of the spell, and the amount of FP you spent to create the spell and time you spent preparing the spell. If you do, you do not need to perform a knowledge check when crafting the spell in the future, and reduce the FP cost and preparation time by half.
Upon creating your character, you may choose up to 5 1st tier invocations for your character to commit to memory. Whenever you would learn a new skill by leveling up, you may also immediately commit to memory a new invocation of an appropriate tier. While learning new invocations, reduce the total amount of days of studying by one. Finally, reduce the amount of fatigue gained from casting an invocation by 50%. This does not stack with the fatigue reduction from your Vitality modifier.