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professions [2019/12/14 22:52] – [Farmer] dungeonmasterprofessions [2020/08/20 19:37] (current) – dungeonmaster
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-[[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[skills|Skills]]+[[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]]
  
 ====== Professions ====== ====== Professions ======
  
-===== Agriculture ===== +Characters are assumed to have had some profession in their childhood, whether that be a student, acolyte, apprentice, or street urchin as well as some profession before or while they are adventurers. Like many RPGs, professions are a shorthand way of describing many of the skills a character might have. Unlike many RPGs that force characters to remain a certain Class or Profession for the lifetime of their character, Dice Mob uses professions as a shortcut starting point and then allows the player to adapt the character after that as the character gains levels.
  
-==== Farmer ====+Under each profession will be a section describing the profession and some of the abilities they might have. Additionally there will be a table listing automatic dice increases they will have to Offense Skills, Defensive Skills, and Attributes. It will also list knowledge that they have gained in their profession. This knowledge is added without a Skill Point cost, but ONLY if they have the required Prerequisites. If they do not have a prerequisite at first, but gain it later on, they automatically get that knowledge at no additional Skill Point cost. (They are assumed to have had the knowledge but didn't have the skill to use it yet.)
  
-Automatic Skill: Perception+Here are a list of possible professions grouped by a general category. This is by no means an exhaustive list, and GMs may want to work with Players in their campaign to create ones they feel are missing.
  
-Knowledge: Agriculture, Domestic Animals, Weather+  * [[professions_agriculture|Agricultural]] 
 +  * [[professions_artist|Artist]] 
 +  * [[professions_criminal|Criminal]] 
 +  * [[professions_entertainer|Entertainer]] 
 +  * [[professions_government|Government]] 
 +  * [[professions_medicine|Medicine]] 
 +  * [[professions_merchant|Merchant]] 
 +  * [[professions_scholar|Scholar]] 
 +  * [[professions_military|Military]] 
 +  * [[professions_religion|Religion]] 
 +  * [[professions_trades|Trades]]
  
-==== Herdsman ==== 
-Automatic Skill: Perception 
-Knowledge: Herding, Animals, Weather Sense 
- 
-==== Hunter ==== 
-==== Trapper ==== 
-==== Fisherman ==== 
-==== Animal Trainer ==== 
-==== Falconer ==== 
-==== Serf ==== 
-Automatic Proficiency: Nature, Perception, Ranged Combat (Hunter) 
- 
-Artist 
-Includes: Painter, Sculptor, Composer, Playwright, Poet, Writer 
-Automatic Proficiency: Perception, Education (Playwright, Poet, Writer), Coordination (Painter, Sculptor) 
- 
-Criminal 
-Includes: Thief, Bandit, Fence, Conman, Pickpocket, Poacher, Prostitute, Beggar, Thug, Assassin, Street Urchin (child) 
-Automatic Proficiency: Perception (Thief, Fence, Poacher, Street Urchin) , Insight (Pickpocket, Beggar, Prostitute, Conman, Street Urchin), Stealth (Bandit, Thief, Pickpocket), Deception (Conman, Beggar), Intimidation (Bandit, Thug), Education (Fence), Ranged Combat (Poacher), Close Combat (Thug) 
- 
-Entertainer  
-Includes: Bard, Musician, Jester, Juggler, Troubadour, Acrobat, Strongman, Illusionist 
-Automatic Proficiency: Performance, Athletics (Acrobat, Strongman), History (Bard), Deception (Illusionist), Coordination (Musician, Juggler, Acrobat, Illusionist), Insight (Jester), Education (Troubadour) 
- 
-Government 
-Includes: Royalty, Politician, Clerk, Judge, Lawyer, Constable, City Guard, Young Royalty (child) 
-Automatic Proficiency: Persuasion (Royalty, Politician, Judge, Lawyer), Education (Royalty, Politician, Clerk, Judge, Lawyer, Young Royalty), Insight (Politician), Intimidation (Constable, City Guard), Close Combat (Constable, City Guard) 
- 
-Medicine 
-Includes: Alchemist, Apothecary, Doctor, Surgeon, Midwife, Medicine Woman 
-Automatic Proficiency: Medicine, Education (Alchemist, Apothecary, Doctor, Surgeon), Insight (Midwife), Nature (Medicine Woman) 
- 
-Merchant 
-Includes: Banker, Guild Master, Innkeeper, Peddler, Merchant, Spice Merchant 
-Automatic Proficiency: Persuasion, Education, Insight 
- 
- 
- 
- 
-Scholar 
-Includes: Professor, Teacher, Court Magician, Royal Advisor, Astrologer, Astronomer, Student (child) 
-Automatic Proficiency: Education, Mind, Arcane (Court Magician), Spirit (Astrologer), Insight (Professor, Teacher, Royal Advisor), Perception (Astronomer) 
- 
-Military 
-Includes: Infantry, Cavalry, Sapper, Archer, Officer, Scout, Spy, Siege Engineer, Child Soldier (child) 
-Automatic Proficiency: Athletics (Infantry, Cavalry, Sapper, Archer, Scout, Siege Engineer), Close Combat (Infantry, Child Soldier), Ranged Combat (Archer), Mounted Combat (Cavalry), Siege Combat (Siege Engineer, Sapper), Insight (Officer, Spy), Perception (Spy), Stealth (Spy) 
- 
-Religion 
-Includes: Clergy, Clark, Shaman, Monk, Nun, Druid, Acolyte (child) 
-Automatic Proficiency: Education (Clergy, Clark, Monk, Nun), Spirit, Nature (Druid), Arcane (Shaman) 
- 
-Trades 
-Includes: Cook, Baker, Butcher, Brewer, Glassblower, Miner, Mason, Blacksmith, Weaponsmith, Armorer, Jeweler, Leatherworker, Woodworker, Carpenter, Mariner, Bowyer, Fletcher, Cobbler, Architect, Beekeeper, Locksmith, Clockworker, Jack-of-all-Trades, Apprentice (child) 
-Automatic Proficiency: Coordination, Perception 
  
professions.1576363967.txt.gz · Last modified: by dungeonmaster