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Lily professions

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Lily professions Empty Lily professions

Post by Saerissa Sun Jul 11, 2021 5:35 pm

• Alchemist
o Level 1
 May brew potions from alchemical reagents
o Level 2
 May identify unknown potions and poisons, additionally you recognize the status effects experienced by other players and know the ingredients necessary to produce antidotes.
o Level 3
 Discover secondary effects of ingredients
o Level 4
 Brew two potions instead of one
o Level 5
 Double the effect duration from potions you craft
• Blacksmith
o Level 1
 Repair
o Level 2
 Reinforce
o Level 3
 Battle smithing (halves repair and reinforcement count)
o Level 4
 Sharpen
o Level 5
 Arcane smithing (requires 1 common gem enchanted with a spell ball, allows the weapon to gain the effect of that spell for the remainder of the day)
• Healer
o Level 1
 First aid: 10 count to bandage a damaged limb to heal it
o Level 2
 Poultice: apply a poultice to a poisoned player’s torso. While the poultice is held to the torso, pause poison count.
o Level 3
 Triage: players within 10 feet of a healer pause bleed count.
o Level 4
 Counsel: on a 5 count, remove a mental status effect from an ally.
o Level 5
 Resuscitate: 30 count resurrection on a dead player.
• Herbalist
o Level 1
 Gathering: gain 3 random common alchemical ingredients at the start of each session
o Level 2
 Natural Instincts: May read green cards before choosing whether to take their effects
o Level 3
 Skilled forager: gain two of each ingredient when using gathering
o Level 4
 Botanist: Choose which ingredients you gain instead of rolling when using gathering
o Level 5
 Master forager: gain 1 rare alchemical ingredient of your choice when gathering
• Hunter
o Level 1
 Spoils of the hunt: Gain 3 leather at the start of each session, may skin beast type monsters for more.
o Level 2
 Wild knowledge: can identify beast type NPCs.
o Level 3
 Snare trap: may set 3 snare traps per day. a snare trap is a brightly colored cord tied between two points, roots the target for 10 count.
o Level 4
 Bear trap: allows you to set 3 bear traps. A bear trap is an 18 inch diameter grey circle. Bear traps destroy a leg if its picked up from the trap.
o Level 5
 Marked target: incant 10, once per game, doubles damage against marked target.
• Inquisitor
o Level 1
 Find clue: inquisitor may request the location of all blue cards and hidden items.
o Level 2
 Compel truth: NPCs cannot lie to you, if you suspect a player of lying you may play rock paper scissors, if you win, they must reveal the truth
o Level 3
 Inspect corpse: inquisitor may gain 1 clue from inspecting a corpse, 30 count, this reveals the nature of all injuries suffered by the corpse and the inquisitor may recognize which weapon caused an injury if the inquisitor can see both the corpse and the weapon
o Level 4
 Intimidate: you may intimidate NPCs into obeying you. Players must succeed a game of rock paper scissors against you to resist.
o Level 5
 Reconstruct events: given the presence of 5 clues, you may learn what transpired from the GM.
• Loremaster
o Level 1
 Monster lore: identify and know full entry of all monster NPCs.
o Level 2
 Runic Lore: know all languages and alphabets.
o Level 3
 Local lore: gain character sheets of all players, may identify NPCs at GMs discretion.
o Level 4
 Professional lore: may use a level 1 or two ability from any other profession without learning it or its prerequisites
o Level 5
 Arcane Lore: may fight and incant at the same time whilst holding a book
• Merchant
o Level 1
 May access the price table to determine the value and legality of mundane goods
o Level 2
 connections: may purchase common items for table value at the start of each session
o Level 3
 Identify: the merchant can identify the purpose, value, and legality of magic items
o Level 4
 Income: receive d3 gold at the start of each session
o Level 5
 Renowned trader: The merchant may purchase from a random exotic merchant at the start of each session
• Miner
o Level 1
 Mining: earn 3 iron ore each time you practice this profession
o Level 2
 Prospecting: may destroy 5 ores to gain 1 common gem
o Level 3
 Keen Eye: earn d3 common gems when you practice this profession
o Level 4
 Gemology: Prospecting destroys 3 ore not 5.
o Level 5
 Earth’s bounty: earn 1 rare gem each time you practice this profession
• Scoundrel
o Level 1
 Cheat: after losing a gamble, the scoundrel may attempt a game of rock paper scissors to win.
o Level 2
 Silver Tongue: the scoundrel may charm a target on a successful game of rock paper scissors, requires 1 minute of conversation.
o Level 3
 Bribe: if the scoundrel is the target of a bounty, they may pay half of their own bounty to the treasury to escape justice.
o Level 4
 Forge: the scoundrel may present false documents that will be passed on a successful game of rock paper scissors. The scoundrel must spend at least 5 minutes roleplaying forging the document.
o Level 5
 Bold faced lie: the scoundrel may, on a successful game of rock paper scissors, tell a lie that is automatically believed by the target for 5 minutes. This lie must be within the relative bounds of reality: you cannot convince someone the sky is lime green.
• Thief
o Level 1
 Pickpocket: steal in game items but not currency on a successful game of rock paper scissors.
o Level 2
 Lockpicking: 30 count to pick locks and disable traps.
o Level 3
 May plant items on successful pickpocket, if you place a potion in a target’s inventory, they are treated as consuming it.
o Level 4
 Fence: may access the black market once per session, may bring one guest.
o Level 5
 Smuggle: may conceal a pouch no larger than 6*6 and up to one dagger somewhere on their kit that is not plainly visible. These items cannot be detected by any form of search and may not be pickpocketed.
• blank template
o Level 1

o Level 2

o Level 3

o Level 4

o Level 5

Saerissa

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Join date : 2021-07-11

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Lily professions Empty Re: Lily professions

Post by Eikdahlgreen Tue Jul 13, 2021 12:45 am

Alchemist
Instead of double brewing, reduce number of each ingredient required by 1 to minimum of 1 unless otherwise restricted.

Eikdahlgreen
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Post by Eikdahlgreen Tue Jul 13, 2021 12:47 am

Healer needs count times greatly increased and triage nerfed.

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Post by Eikdahlgreen Tue Jul 13, 2021 12:48 am

Hunter
Snare trap is a HUGE safety hazard.

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Post by Eikdahlgreen Tue Jul 13, 2021 12:52 am

Inquisitor
Delving into mind control magic almost which is a no from me. Instead of being forced to tell truth, must reveal if lying number of times per game. Earliest abilities possibly too powerful. Consider reordering.

Mind control is a big no. Now being able to basically ask a dead player how they died without specifying who killed them is a VERY well written ability.

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Post by Eikdahlgreen Tue Jul 13, 2021 12:53 am

The whole cards system needs explanation and seems questionable in terms of viability.

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Post by Eikdahlgreen Tue Jul 13, 2021 12:56 am

I would scrap professional lore since this is a skill tree. Reduce battle casting to 4? Needs a new capstone.

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Post by Eikdahlgreen Tue Jul 13, 2021 12:59 am

Merchant needs a rework to prevent everyone dipping merchant to get around the economy while still keeping it viable and desirable.

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Post by Eikdahlgreen Tue Jul 13, 2021 1:00 am

Miner needs daily or per game limits.

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Post by Eikdahlgreen Tue Jul 13, 2021 1:01 am

Just scrap the Scoundrel entirely because all of that should be done as roleplay without a skill tree.

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Post by Eikdahlgreen Tue Jul 13, 2021 1:04 am

Make pickpocket a clothespins thing. That requires actual skill to pull off. Forcing someone to rock paper scissors for their stuff with no subtlety kills the mood and could lead to some really bad vibes. Pulling off sneaking a clothespin without being spotted takes skill, flows better in character, and feels less like a mugging.

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Post by Eikdahlgreen Tue Jul 13, 2021 12:56 pm

Overall this is mostly good so far.

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Post by Saerissa Thu Jul 15, 2021 7:46 pm

Eikdahlgreen wrote:Alchemist
Instead of double brewing, reduce number of each ingredient required by 1 to minimum of 1 unless otherwise restricted.
Potions are 1 of each ingredient with the idea I had so double brew was the logical solution to increasing efficiency.

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Post by Saerissa Thu Jul 15, 2021 7:47 pm

Eikdahlgreen wrote:I would scrap professional lore since this is a skill tree. Reduce battle casting to 4? Needs a new capstone.
New idea: battle casting to 4, -15 to meditation count at 5

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Post by Saerissa Thu Jul 15, 2021 7:49 pm

Eikdahlgreen wrote:Miner needs daily or per game limits.
Sorry I wasn't clear, you ate treated as going mining between sessions and generate those resources at the start of the session
Now I'm not sure if I wanna limit Prospecting ore for gems to once per day or not

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Post by Saerissa Thu Jul 15, 2021 7:50 pm

Eikdahlgreen wrote:Make pickpocket a clothespins thing. That requires actual skill to pull off. Forcing someone to rock paper scissors for their stuff with no subtlety kills the mood and could lead to some really bad vibes. Pulling off sneaking a clothespin without being spotted takes skill, flows better in character, and feels less like a mugging.
Point taken

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Post by Saerissa Thu Jul 15, 2021 7:51 pm

Change snare to a cord laid across the ground with no posts for safety since you're right about safety

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Post by Eikdahlgreen Mon Jul 19, 2021 3:04 am

Artificer Tree
o Level 1 Repair Artifact
You may spend 5 minutes repairing any magical or non-magical artefact that is damaged but not destroyed. This artefact cannot be legendary. To repair a magical artefact you or an assistant player must expend one point of mana per rarity level (levels 1-5, 5 being legendary). You and any assistant cannot perform any major tasks during this time. Once repaired, the artefact regains full functionality. Every artefact requires some material components to repair.
o Level 2 Encant Weapon
May enchant a weapon or projectile with a spell ball type spell. Call "encant" and then cast or have another player cast as normal while focusing on the projectile. All normal rules for casting apply. Call "encant SPELL NAME" when firing this projectile or striking with said weapon.
The spell is applied and expires on hit or miss when declared in addition to normal damage, but projectiles and thrown weapons other than "bullets" break for the remainder of the game. Bullets are treated as destroyed on use as normal.
o Level 3 Duplicate Artefact
During a session select one functional or semi-functional artefact in your possession. Between the next 3 session days your character participates in you are considered to be working on duplicating that artefact. The artefact cannot be legendary, and you or an assistant wizard must sacrifice 5 mana at the start of each of those three days to duplicate a magical artefact. On the fourth day, the artefact is complete. You must spend twice the components required for repair throughout the process. Until the total required mana and components are provided the duplicate artefact is not complete. You cannot use the artefact you are duplicating until the process is complete. You may elect to prematurely end the process, losing all progress towards duplication.
o Level 4 Spell Vessel
You or another assistant player may cast any spell on a suitable vessel (examples include magic hourglass, spell gems, jewelry, etc). The vessel must first be "made" and consumes materials of similar cost to a rare spell gem; taking 5 minutes. Call "store SPELL NAME" when casting. That single spell is then contained inside that vessel until cast or dispelled. Any bearer may cast the stored spell but follows all normal requirements for doing so except for the mana cost, having learned the spell, and the caster rank requirements. Once cast the vessel is considered broken but may be repaired using the above rules for creating a vessel.
o Level 5 Legendary Artificer
You may repair and duplicate legendary artefacts. You may also choose two non-legendary artefacts. You may duplicate those artefacts from now on without needing an artefact to copy.

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Post by Eikdahlgreen Thu Jul 22, 2021 12:56 am

Updated after discussion

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