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OOC
INTRODUCTION
RULES
WORLD INFO
SETTING & MAP
WEATHER & SEASONS
WEATHER HISTORY
CHARACTER BASICS
CHARACTERS
BREED & ADOPT
AFTERLIFE
CORE MECHANICS
DICE
STATS
COMBAT
MAGIC
INTERACTIONS
FACTION INFO
TRADES
STEALING
ESCAPE & CAPTURE
TRESPASSING
RAIDS
NPCs
FAMILIARS
EXTRAS
STAFF
PREMIUM ACCOUNT
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TRADES
Trades are jobs a character can become skilled at performing.
Characters may list up to 2 trades on their profile (Primary Trade and Secondary Trade).
Trades are a good way to create fun plots with other characters and are needed for many rank advancements.
Be sure to visit the Experience Claim as soon as you join to immediately select your Primary and Secondary Trades.
TRADE ADVANCEMENT
A trade level is an indicator of how much experience a character has in that trade.
All trades start at the 'Unskilled' level, and progress through Novice, Adept, Expert, and Master levels.
To progress your trade level, after finishing (and exiting) a thread, visit the Experience Claim to claim experience. Trade level will be automatically updated as you progress. Experience claim is located in your UserCP.
ADVANTAGE ROLLS
An Advantage Roll is a “2nd chance” roll that can be utilized when a character levels-up their trade.
Each trade has specific situations where an advantage roll can be used.
How to roll with Advantage:
- Clearly state in your post you are using an advantage roll (and which trade)
- Select your normal dice-roll options for the action you are attempting.
- Also select “Advantage Roll”.
- Fill in the same options for both the normal roll and the Advantage Roll.
- Click Submit.
- If the normal roll failed and the Advantage Roll succeeds, the action is successful.
How often it can be used (based on Trade level):
- Novice — none
- Adept — 1 attempt per thread
- Expert — 2 attempts per thread
- Master — 3 attempts per thread
TRADE DESCRIPTIONS
| ADVISOR | Diplomats, mediators, counsellors, negotiators, and messengers. Advantage: Negotiation, mediation, persuasion, calming conflict, delivering messages, interpreting social situations, or guiding others. |
| APOTHECARY | Brewmasters, potion-makers, herbalists, and healers. Advantage: Healing, applying or resisting poisons, identifying herbs, illnesses, or substances. |
| ARTISAN | Builders, crafters, inventors, and menders. Advantage: using or avoiding traps, building, or using objects (weapons, shields, or armor)
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| BARD | Performers, entertainers, musicians, and storytellers. Advantage: Performing, emotional influence, and distraction
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| CARETAKER | Keepers of the young, disabled, or elderly; cooks and homemakers. Advantage: Protecting others, defending against trespass or raids
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| HUNTER | Hunters, fishers, herders, trackers, and experts in animals or animal-related resources. Advantage: tracking, hunting, interacting with NPCs or creatures
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| NATURALIST | Explorers, scouts, and experts on nature, farming, weather, and ecosystems. Advantage: using the elements, surviving nature or the weather, navigating
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| ROGUE | Covert workers, spies, thieves, infiltrators, smugglers, and assassins. Advantage: stealth, infiltration, deception, theft, escaping, or covert actions
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| SCHOLAR | Seekers of knowledge and history; librarians, teachers, and researchers. Advantage: identifying hidden knowledge, detecting lies, intellect rolls
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| SENTRY | Warriors, guards, protectors, and military strategists. Advantage: attacking for damage or dodging damage (cannot be used to inflict or dodge an effect)
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| SHAMAN | Spiritual leaders, ritualists, dream-readers, and those who commune with the divine, spirits, or the dead.
Advantage: actions as a ghost or interacting with spirits, deities, or ghosts
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