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professions

Timothy Rice edited this page Nov 17, 2022 · 2 revisions

Additional Professions

Crafter

  • Key Attribute: Strength
  • Skills: Might, Crafting, Lore, Insight, Healing

Path of All Trades

Your broad knowledge of many types of tools and trades allows you to reliably repair or manufacture many everyday items, and quickly pick up the elements of more advanced techniques.

  • Rank 1: After rolling to craft or repair an item, you can spend WP to improve the craft or repair. When repairing, one WP will always prevent a permanent decrease in the Gear Bonus regardless of the roll, and additional WP will improve the Gear Bonus by one step per point spent. Normal constraints apply to repairs, so WP cannot improve a Gear Bonus above its normal baseline.
  • Rank 2: You can spend a Willpower Point to utilize another crafting talent (Bowyer, Builder, Poisoner, Smith, Tailor or Tanner) at Rank 1 for one Quarter Day. At any time later, if you purchase the first rank in the chosen talent, it only costs 2XP and you get a bonus to the Wits roll equal to the number of ranks you have in Path of All Trades.
  • Rank 3: You can spend a Willpower Point to utilize another crafting talent at Rank 2 for one Quarter Day. At any time later, the first time you spend one or more XP on the talent, gain an additional 2XP towards developing the talent.

Path of Jury Rigging

When trapped in a dungeon with only a rock, a length of rat entrails, and some straw from your bedding, some would feel only despair. You, instead, see three components in your new dungeon escape system.

  • Rank 1: When attempting to craft an item, you can spend a Willpower Point to replace all Raw Materials with others of your choice (generally, whatever you see lying around you.) You must be able to explain how the new raw materials can be substituted; you can't craft a silk dress from a sow's ear. The new item has no gear bonus unless you spend additional WP to provide those bonuses.
  • Rank 2: As for Rank 1, but instead of defaulting to no Gear Bonus, any item which would normally provide a Gear Bonus defaults to one less than the normal maximum. You may spend an additional WP to increase the bonus to its normal maximum.
  • Rank 3: As for Rank 2, but the player may spend a WP to waive the normal plausibility requirement.

Path of Mastery

You seek to craft only the finest items in all of Athas; what others consider "advanced" are for you merely a stepping stone towards perfection.

  • Rank 1: Whenever a crafting talent would impose a time penalty or negative modifier, you can spend a WP to remove either the time penalty or the negative modifier. For 2 WP you can remove both.
  • Rank 2: Whenever a crafting talent would give you an Artifact Die, you may spend WP to increase the die from d8 to d10 to d12 (one increase per WP). You cannot increase the die beyond d12 in this way. If a failure in your crafting roll would imply destruction of Raw Materials, you may spend one WP to prevent that destruction.
  • Rank 3: You can spend WP in any of the ways described for ranks 1 and 2, and the first WP you spend counts for two.

Psionicist

  • Key Attribute: Wits
  • Skills: Endurance, Scouting, Lore, Insight, Manipulation

Path of Polyvalency

Most people are stuck with the psionic wild talents they are born with; by looking inwards, you learn to unlock additional powers.

  • Rank 1: After spending a Quarter Day looking inwards and testing the limits of one of your existing psionic talents, you may spend a WP to make a Meditation roll. If the roll is successful, you unlock a new talent associated with the same attribute. Eg, if you already have psychometabolism, you could attempt to unlock transmogrification, since they are both related to Strength. Ranks in the new talent must still be purchased.
  • Rank 2: As Rank 1, but you can attempt to unlock any psionic talent; you no longer need to bootstrap from a related talent.
  • Rank 3: As Rank 2, but when you successfully unlock a new talent, each additional success on the Meditation roll provides one bonus XP which can only be spent on gaining ranks in the new talent.

Path of Mysticism

The Meditation skill hides deeper mysteries than the uninitiated suspect.

  • Rank 1: Before using any skill, you can spend an equal amount of time first on Meditation and then spend WP. Each WP converts a success from the Meditation roll into a bonus to the second roll.
  • Rank 1: When making a Meditation roll, you may spend WP to gain +1 bonuses to the roll.
  • Rank 2: When making a Meditation roll, you may spend WP to gain automatic successes on the roll.

Path of Unlimited Power

You learn how to acquire and use Willpower Points more efficiently.

  • Rank 1: Your Willpower maximum increases to 12, and whenever you gain one or more WP from Pushing a roll, you gain one extra WP.
  • Rank 2: Your Willpower maximum increases to 15, and whenever you spend one or more WP to activate a talent or cast a spell, the first WP counts as two (same as "Psychic Power" talent in Forbidden Lands p62).
  • Rank 3: Your Willpower maximum increases to 20, and every WP you use to activate a talent or cast a spell counts as two.

Templar

(This is currently an NPC-only profession.)

Key Attribute: Empathy Skills: Melee, Insight, Manipulation, Scouting, Administration

Path of Intelligence

Spells or abilities to do with augury, threat detection, background checks, surveillance, inquiries and investigation.

Path of Authority

Spells or abilities to do with binding contracts, issuing commands, pre-empting lower bureaucrats (why of course I can pass through this secret area, deacon!) and influencing the public.

Path of Security

Placing or abilities constraints on what can happen in an area or to a target (through-passage, lying, spying, warding, cryptography, anonymity); ensuring availability of credit and supply chains (requisitions).