| Book of Professions v3.0 of the Free Kingdom of Drakenfjord of the High Fantasy Society Online Adaptation, 12 / 28 / 06 |
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| Chapter 1 : The Professions
Once upon a time there were twelve player classes. At first these were fine but, after a few years, players got bored. They had played the classes they were interested in until they could develop no farther, and they had little interest in playing the others. They needed more. And so the Professions came into being. Few, at first, and they were well balanced and well thought. Then came others, not so well balanced or well thought, but still fun. Then came the cheese, and the people said �Holy Crap! Enough�s Enough!� And so the Professions faded from use, gradually being relegated to the status of Monsters, played only with permissions and approvals, often mocked and jeered until nobody really wanted to play them anymore. But the problem remained, and the people were still bored. The Professions brought out of retirement, given a facelift, and made available to the masses. And thus this book was born. The Professional Classes The Professions are broken into three types; the Alternate Classes, Non-Combat Classes, and Restricted Classes. Alternate Classes may be played only with the permission of the Monarch and the Reeve. Credits are applied to one of the standard classes. They are described in this volume. The Non-Combat classes are variations of he standard classes. They can be played on the field, but are purely non-combatants. Credits taken in one of these classes is applied tone of the standard classes. They are described in this volume. Restricted classes can only be played in specific scenarios as part of a quest or battlegame just like a monster. Players gain credit in the Monster class when these are played, and they are described in the Book of Monsters or the Book of Reeves. Guildmasters The Professions do not have Guildmasters as such, but are covered by the existing Guildmasters. Only if there are a lot of people playing class would a Guildmaster position be needed. Class Masterhoods On the other hand, there should be no problem with having someone who plays a Alternate Class very well to achieve a class Masterhood. The conditions and requirements are the same as the regular classes, and the job of overseeing them falls to the Guildmaster of an associated class. For the Non-Combat Classes, Masterhood should be applied to the parent class, not the Non-Combat Profession. Masterhoods are not available for the Restricted classes, as this would fall under Master Monster instead. Class Masters of the Professions gain certain benefits just as regular Class Masters. These are listed with the Profession descriptions. Special Restrictions As stated elsewhere, certain Professions can only be played with permission of the Monarch and Reeve, or as part of a Quest or battlegame like a monster. However, there are a few more restrictions. The Alternate Classes cannot use Relics unless the Relic�s description specifically states they can. Also, Non-Combat and Restricted Classes can never use Relics, and they cannot carry enchantments unless the scenario requires it. It may be noted that only the Sanctioned Classes wear sashes. However, each Profession has it�s own specific garb requirements that can indicate the class at a glance. ================================================================================== Chapter 2: Gladiator (Alternate Class) Unlike Warriors, the Gladiator is not concerned with the greater victory or surviving the battle. His only concern is the entertainment of the crowd. His own life is meaningless compared to the �big show.� He will not spend much time caring for his gear, since they are company property and there are specialists to handle routine maintenance, but he will not tolerate sub-standard equipment. Finally, a Gladiator is known by his personal style and flair, working endlessly to hone his showmanship to a high art. Battle isn�t about the killing; it�s all about the battle. Class Data: Parent Class: Warrior or Barbarian Garb: Purple sash Armor: Up to 2 points Shields: Small Weapons: All melee Immunities: None Lives: 5 Limitations: Can only be played with approval. Master Bonus: may use shortbow Abilities & Traits: 1st Level � Exotic Weapon (T) Circus Armor 2nd Level � Drusus (1/life) 3rd Level � Battlenet (1/life) may now use thrown weapons 4th Level � Improve Shield (1/life) may now use medium shield 5th Level � Battlenet becomes (2/life) Berserk (1/game) 6th Level � Leatherskin (T) Ability Descriptions Battlenet: Functions in all ways like an Entangle effect (as per the Scout ability). Battlenets are reusable in that it can be recovered and used again, but cannot be used as long as the previous effect is still active. Flame effects used to free a victim will not damage or destroy a battlenet. Berserk: As per the Barbarian ability, but the Gladiator may choose to use it at the end of any single life during the game. Circus Armor: The armor of Gladiators is designed to prevent a lingering death through multiple wounds, but does not protect much against lethal strikes. Therefore, Gladiators may wear armor equal to their level, but may not wear more than two points on their torso (excluding enchantments). Drusus: One weapon (short) is considered Improved (as per the Warrior ability), and must meet the same requirements. Exotic Weapon: Gladiators are known for their unusual weapons. If a Gladiator has a weapon that is unusual (either through construction or type), it is eligible to carry an enchantment in addition to the Gladiator�s normal allowance of one enchantment. This is up to the Reeve or Monarch to decide. Improve Shield: As per the Warrior ability. Leatherskin: As per the Warrior ability. This also allows up to 3 points on the torso. ================================================================================== Chapter 3: Thief (Alternate Class) Many adventurers go into places that others do not want them to go. Many people go to great lengths to protect their property and posesions against our brave intrepid questors, and these defenses are often devious and cunning, such as dead-falls, poison darts, acid-filled pits, swinging sythes, and so on. Even the treasures at the end of the quest can be deadly to get to. Anyone can smash open the treasure chest, but very few have the skills needed to get to the goodies without destroying them or releasing the cloud of poison gas into the room. These skilled professional are called Thief, and no smart band of questors travels without one. Class Data: Parent Class: Assassin or Scout Garb: Black or Green sash Armor: Up to 1 point Shields: None Weapons: Dagger, short, thrown weapons Lives: 4 Limitations: Can only be played with approval. Master Bonus: Teleport (1/game) Abilities & Traits: 1st Level � Find Traps (1/life) Steal Object (1/life) Open Lock (1/game) 2nd Level � Trap (2/game) Disable Traps (1/life) 3rd Level � Find Traps becomes 1/life Camouflage (2/game) 4th Level � Pass Without Trace (2/game) Open Locks becomes 2/game 5th Level � May wear up to 2 points of armor Steal Object becomes 2/life 6th Level � Traps, Camouflage, Pass Without Trace, and Open Lock all become 1/life. Ability Descriptions Camouflage As per the Scout ability. Disable Traps Repeat x10 �Disable Trap� and then touch the trap. A single trap or fixed enchantment is rendered non-functional. Find Traps The player can determine the presence of any traps. Repeat x 5 �Find Traps� and call for a Reeve to determine if there are any traps within 20- feet. Even magical traps (including fixed enchantments) are detected. Open Lock Incantation: repeat x5 �Open Locks.� Range: Touch Effect: May treat targeted lock as if was not there. Works on chests, doors, windows, and anything else that is locked. Limitation: This will not work on any traps attached to locks. This ability will set off the traps. Pass Without Trace As per the Assassin ability. Steal Object Incantation: Repeat x5 �I steal that (object).� Range: 20 feet Effect: The stolen object is removed from the bearer and placed either in Nirvana or at the Thief�s base. It cannot be used. It can only be replaced by getting a new item from a base. The object cannot be returned unless the Thief is killed and his body searched, or is convinced to return the object. Game Items may be stolen. Limitation: Natural weapons, garb, shields, armor, and enchantment/effect strips cannot be stolen. The Thief cannot physically carry the stolen object, except to take it to a base or Nirvanna (the Thief is out of play until he returns from this trip). Objects must be portable, so this will not work on trees, walls, and other fixed objects. Trap As per the Scout ability. ================================================================================== Chapter 4: Velite (Alternate Class) The development of the bow was somewhat late in the history of most lands. Until then, people were limited to throwing sharp pointy things at each other. These people faded into the background as archery became more developed. In the here and now, many groups play in public parks that frown on having bows, much less shooting them at each other. Also... well, let�s face facts. Some people really stink at archery. Therefore, we fall back on the lessons taught by soldiers of times long past and use them as inspiration for a convenient way to get around local ordinances and a lack of hand-eye coordination. Class Data: Parent Class: Archer or Warrior Garb: Orange or Purple sash Armor: up to 3 points Shields: None, initially Weapons: Dagger, short, medium, javelins, thrown weapons. Lives: 4 Limitations: Can only be played with approval. Master Bonus: gains Magical Projectile (1/life, not reusable, non-magical ability). Abilities & Traits: 1st Level � Stun Javelin (1/reusable) (T) Flame Javelin (1/reusable) (T) Repair Item (1/life) 2nd Level � Stun and Flame Javelins both become 2/reusable (T) 3rd Level � Total lives increase to 5 (T) Armor-Piercing Javelin (1/reusable) 4th Level � May use Small Shield (T) Armor-Piercing Javelin becomes 2/reusable 5th Level � Penetration Javelin (1/reusable)(T) 6th Level � Penetration Javelin becomes 2/reusable Repair Item becomes 2/life Ability Descriptions (NOTE: If the Reeve allows, these abilities may be used with any thrown weapons, not just javelins) Armor-Piercing Javelin Declare loudly �Armor-Piercing Javelin� and tie a blue ribbon to the weapon. The javelin will destroy all non-invulnerable armor on the location struck and will continue through to wound the target. It will only deal one point of damage to invulnerability. Must be thrown to get this effect. Flame Javelin Material: An orange ribbon tied to the javelin Incantation: Repeat x5 �flame javelin� Effect: A hit to a shield will destroy the shield unless its face is tapped to the ground five times within five seconds. A hit to a siege weapon by a flame javelin will do five points of damage to the siege weapon. Will deal damage to armor and people as normal. Has no effect on Iceball, Entangle, or any other magic unless specifically mentioned in the magic description. A flame javelin will remain lit for two minutes. Must be thrown to get this effect. Penetration Javelin Material: Denote javelin with black ribbon Effect: Behaves exactly like an Armor-piercing Javelin except that it will also destroy a normal shield. It will not carry through to the arm underneath, however. Must be thrown to get this effect. Repair Item Incantation: Touch damaged weapon and repeat x10 �Make this item whole again.� Effect: Will repair a damaged or destroyed weapon. Limitation: May only be used on one�s own javelins or throwing weapons. Cannot be used to negate the affects of Heat Weapon, Shatter, or Cursed Weapon, or those destroyed by Sphere of Annihilation. Note: If an enchanted item is repaired, its enchantment stays intact. Stun Javelin Material: Denote javelin with gray ribbon. Effect: Javelin behaves as a Subdual blow. Must be thrown to get this effect. ================================================================================== Chapter 5 : Non-Combat Classes When it comes to fighting, players can be divided into two broad categories: those who often participate in combat and those who don�t. Of course, these two can be broken into dozens of sub-types, but only one is of particular interest here: the players who love the field activities but (for various reasons) are not combatants. Therefore, the following magic-using classes have been developed for on-field non-combatant use. They all operate under the same rules. They can be affected by verbal spells, verbal abilities, and fixed enchantments, but are immune to melee contact and projectiles of all types. All must be unarmed and unarmored, and cannot engage in melee or projectile combat. All wear a silver baldric or sash in addition to the sash of the parent class. Each of these classes has restricted spell list. These spells are listed below. Refer to the Book of Mages for spell descriptions. Alchemist (Wizard variant) 1st Level - Bladesharp, Cancel, Enchant Shield, Honor Duel, Stun Weapon, Talk to Dead 2nd Level - Circle of Protection, Forcewall, Harden, Liplock, Mend, Messenger, Protection from Flame 3rd Level - Ambidexterity, Anti-Magic, Dispel Magic, Extension, Protect, Protection from Projectiles 4th Level - Enchant Armor, Protection from Magic, Teleport 5th Level - Advancement, Flight, Lend, Reanimate, Vivify 6th Level - Defend, Expertise, Lich, Permanency, Stack, Transform Herbalist (Healer variant) 1st Level - Bless, Cancel, Cure Poison, Heal, Lost, Melt, Mend, Stun Weapon, Talk to Dead 2nd Level - Banish, Cure Disease, Fast Heal Heal Extend, Protection from Poison, Swords to Plowshares 3rd Level - Extension Fast Heal, Forcewall, Protect, Protection from Disease, Resurrect 4th Level - Circle of Protection, Freedom, Harden, Pacify, Protection from Control, Protection from Petrification 5th Level - Advancement, Extension, Protection from Death, Silence, Summon Dead, Warskill 6th Level - Desiccate, Dispel Magic, Expertise, Perdition, Protection from Magic, Regeneration, Safe Zone, Teleport, Vigor Minstrel (Bard variant) 1st Level - Cancel, Presence, Protection from Control, Visit 2nd Level - Liplock, Protection from Subdual, Talk to Dead, Truth 3rd Level - Confidence, Extension, Safe Passage 4th Level - Honor Duel, Lore, Mimic (a non-combat class only) 5th Level - Advancement, Theater 6th Level - Dance, Expertise, Freedom, Voice (shaman spells only) Shaman (Druid variant) 1st Level - Bladesharp, Cancel, Cure Poison, Heal, Rot 2nd Level - Barkskin, Cure Disease, Magical Projectile, Mend, Protection from Flame, Thornwall 3rd Level -Ambidexterity, Extension, Flames of Freedom, Pass Without Trace, Plant Door, Protection from Disease 4th Level - Commune, Cone of Quiet, Flamewall, Stoneskin, Stone to Flesh 5th Level - Advancement, Dispel Magic, Feeblemind, Pass Plant, Freedom, Vigor 6th Level - Expertise, Reincarnate ================================================================================== A Note About the Online Adaptation This is the HTML version of the Book of Professions. Everything that is in the PDF version of this book is also here in the same general layout. Due to the inherent differences between HTML and PDF (and my own lack of computer skill), there are a few cosmetic differences, primarily to save space or to prevent electronic media conflicts. Also, the HTML version allows me to make corrections to spelling, grammar, and so forth without having to re-distill the entire document everytime a change is needed, so the Online Adaptation will have fewer glitches than the PDF does. In any case, it's the same stuff, so enjoy. -- Cedric, December 28, 2006 Back to the Documents page The Book of Professions v3.0 and the Online Adaptation are the copyrighted property of the Free Kingdom of Drakenfjord with all rights reserved, 2006. Permission is granted for duplication of this document for personal use, as well as presentation on non-commercial websites. In other words, copy it, post it and use it as much as you want, but don�t charge anything for it. |
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