Basic Careers

Morning everyone! with those proficiencies out of the way, I’ve got some basic careers that will, hopefully, cover the basic ideas. These careers are designed to give a sense of what kind of skill sets that will be in ARS, though these are subject to change, and, more than likely, the final product will have several different careers to fit varying settings.

When you choose your career, you have proficiency (trained) in the listed proficiencies.  If you are already trained in those proficiencies, you can become journeyman, and cannot increase this beyond journeyman at character creation.  If you are playing in a different setting, such as a medieval fantasy, computers and piloting would be dropped, as with most firearm weapons, and if you’re playing in a non-magical setting, you can also drop any of the magical careers.  

These careers are designed to test the system and introduce players into the game, and is set in the Seven Spheres setting, where modern technology and magic work together for a world of adventure. These careers are also designed to be the base for the Path Ability Trees, to give your ARS games a feel of building classes, which will be covered in a future post.

Wizard 

The master of arcane magic, Wizards are studious mages, learning how the arcane powers work, and how to weave them in intricate spells to aid them in their endeavors.  Generally thought of as weaker physically, a wizard’s intellect is matched to many scholars.

Proficiencies 
Defense: Cloth, Discipline
Offense: Light Blade, Staves, Crossbows, Pistols 
Sense: Insight
Skills: Arcana, Diplomacy, Engineering, Healing, Lore, Mysticism, Nature, Sciences, Society
Tools: Alchemy

Mechanic 

Engineers and repairmen, Mechanics fix machines and devices, from starships to cars, engines, gadgets, or other machines.  Mechanics also can create things like item attachments or upgrades, and it is always a good idea to have a mechanic on your side.

Proficiencies 
Defense: Light Armor, Reflex, Endurance
Offense: Melee Blunt, Ranged Light, Gunnery
Sense: Perception
Skills: Athletics, Diplomacy, Engineering, Intimidation, Physical Sciences, Thievery 
Tools: Computers, Mechanics, Operating, Thievery, Vehicular

Cleric 

Worshippers of a deity, often working within a pantheon of other gods, Clerics work to spread the teachings of their faith, and draw upon divine powers to help those in need.

Proficiencies 
Defense: Light and Medium armor, Discipline
Offense: Melee, Light Ranged
Sense: Insight
Skills: Athletics, Charm, Diplomacy, Divine, Healing, Leadership, Lore, Mysticism, Society
Tools: Alchemy, Medicinal/Healer’s tools

Druid 

While shamans can tap into the powers of the natural world, a Druid is someone raised in it and born to it.  Druids are protectors of the deep forests and unclaimed world, willing to do what it takes to protect their sacred groves.  

Proficiencies 
Defense: Light Armor, Medium Armor (as long as they are not metal), Discipline, Endurance.
Offense: Light Melee, Bows, Slings, Clubs, Staves.
Sense: Perception
Skills: Athletics, Diplomacy, Healing, Leadership, Lore, Mysticism, Nature ,Natural Science
Tools: Alchemy, Animal Handling, Healers Tools

Psionic 

Masters of the powers of the mind and body known as Ki, Kinesis, or Psionics.  Psionics are feared for being mind readers or fortune tellers, which isn’t entirely true.  Many Psionics become the masters of martial arts, channeling their psionic powers through their physical form as monk warriors.

Proficiencies 
Defense: Light, Reflex, Discipline
Offense: Light Melee, Staves, Thrown
Sense: Perception, Insight
Skills: Acrobatics, Athletics, Diplomacy, Lore, Mysticism, Psionics, Tactics
Tools: One Instrument, One Artisans Tools, Animal Handling

Occultist 

Secrets thought lost, forgotten, or purposefully buried are in the hands of the occultist.  Occultist have learned the ancient secrets of elder beings, often pledging themselves to not just one but multiple, drawing on their powers for their own gain, and often this leads to a dangerous path 

Proficiencies 
Defense: Light, Discipline
Offense: Melee light, Ranged Light
Sense: Perception, Insight
Skills: Charm, Deception, Intimidation, Lore, Mysticism, Occultism, Perform, Thievery, Streetwise, Stealth
Tools: Alchemy, Thieves Tools

Diplomat

Negotiators, charmers, spies.  Diplomats are the talkers, they handle the diplomatic missions between nations, trade deals, and peace talks.  Diplomats can also be con artists, customer service employees, merchants, or those who deal with people on a daily basis, like vid-stars and celebrities.  In a party, Diplomats usually do the talking and negotiating for the party.

Proficiencies 
Defense: Cloth, Discipline
Offense: Light Melee, Light ranged 
Sense: Insight
Skills: Charm, Deception, Diplomacy, Intimidation, Leadership, Lore, Perform, Society, Streetwise, Thievery
Tools: Computers, One Instrument or Artisans Tools, Vehicular

Scholar

While the Wizard masters the arts of arcane powers, the Scholar opens the door to many types of knowledge and skills.  Scholars often take up the mantle of a healer or doctor, going to places to help those in need, others take up dangerous experiments such as alchemical elixirs or scientific experimentation.

Proficiencies 
Defense: Cloth, Discipline
Offense: Light Blade, Light Ranged
Sense: Perception
Skills: Diplomacy, Engineering, Lore, Sciences, Leadership, Perform, Society
Tools: Alchemy, Artisans Tools (choose two types), Computers, Healer’s/Medicinal tools
Bonus Proficiency: one knowledge or technical skill, and any skill or tool proficiency can be raised to Journeyman.

Thief/Spy

Keepers (and takers) of secrets, the thief and spy know how to break into places they shouldn’t be, double-talk their way out of trouble, and masters of misdirection.  The differences between a spy and a thief are very few, and sometimes they are simply one and the same.  

Proficiencies 
Defense: Light Armor, Reflex
Offense: Light Melee, Light Ranged
Sense: Perception, Insight
Skills: Acrobatics, Athletics, Charm, Deception, Intimidation, Lore, Perform, Society, Streetwise, Tactics, Thievery
Tools: Alchemy, Computers, Hackers Tools, Thieves Tools

Warrior

Fighters, soldiers, knights, the warrior takes up many different forms of fighting, for glory, riches, honor, or a cause, a Warrior knows his way around and will fight for what they think is best.

Proficiencies 
Defense: All Armor, Reflex, Endurance
Offense: Melee, Ranged, choose one weapon group to be Journeyman
Sense: Perception
Skills: Acrobatics, Athletics, Engineering, Intimidation, Leadership, Lore, Streetwise, Tactics
Tools: Vehicular, Choose Mechanics, Computers, or Artisans tools

And this is the basic careers. We shall see what comes next, be it NPCs or more ABILITIES!!! (possibly an expansion on the Path Trees, which will show what abilities can be gotten on the specific tree).
Thank you for following me on this journey of making this awesome system, if you wish to contribute, I’ll be putting out the call to playtest this system once I’ve gotten some NPC stats and a character sheet. As always you can find me on Discord (Airship of Awesomeness), or email me.
May your Adventures Be Awesome!

Published by TopHatMage

Roleplayer, Story writer and nerd, I work on mostly homebrew stuff for PF2E and Genesys! Now writing ARS system to share with you!

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