Creating Professions

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ryhopewood
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Creating Professions

Postby ryhopewood » Wed Oct 27, 2010 3:48 pm

Following on from my system for creating Cultural Backgrounds:

http://www.mongoosepublishing.com/phpBB ... hp?t=45021

Here is my system for new professions based on the RQ2 Core Rules.

Professions
Professions consist of three game elements: Common Skill Bonuses (including Combat Styles), Advanced Skills, and Magic. In addition, it is also necessary to specify which Cultural Backgrounds have access to the Profession.

You have 5 Design Points.

You can use one Design Point to:

Common Skill Bonuses: +10% to one Skill or +5% to two Skills. Choices may stack (although no individual Skill should have a bonus greater than 20%).
Combat Styles: +10% to one additional Combat Style from a pre-defined list.
Advanced Skills: Choose one additional Advanced Skill at base%.
Advanced Skills: +10% to one Skill. Advanced Skill must already be known at base%. Choices may stack (although no individual Skill should have a bonus greater than 20%).

You can spend two Design Points to select Magic skills according to the following styles:

Sorcery: Gain the Advanced Skills Manipulate and Sorcery (Grimoire) at base%.
Divine: Gain the Advanced Skills Lore (Specific Theology) and Pact (Cult or God) at base%.
Spirit Magic: Gain the Advanced Skills Spirit Walking and Spirit Binding at base%.

Applying the design process to examples of the Professions in the Core Rules:

Acrobat (5 DP)
• Common Skill and Combat Style Bonuses: +40% to Common Skill Bonuses (4 DPs)
• Advanced Skills: One additional Advanced Skill at base% (1 DP)
• Magic: None (0 DP)

Alchemist (5 DP)
• Common Skill and Combat Style Bonuses: +20% to Common Skill Bonuses (2 DPs)
• Advanced Skills: One additional Advanced Skill at base% (1 DP)
• Magic: Sorcery (2 DP)

Animal Trainer (5 DP)
• Common Skill and Combat Style Bonuses: +50% to Common Skill Bonuses (5 DPs)
• Advanced Skills: None (0 DP)
• Magic: None (0 DP)

Bard (5 DP)
• Common Skill and Combat Style Bonuses: +30% to Common Skill Bonuses (3 DPs)
• Advanced Skills: Two additional Advanced Skills at base% (2 DPs)
• Magic: None (0 DP)

Blacksmith (5 DP)
• Common Skill and Combat Style Bonuses: +40% to Common Skill Bonuses (4 DPs)
• Advanced Skills: One additional Advanced Skill at base% (1 DP)
• Magic: None (0 DP)

Champion (5 DP)
• Common Skill and Combat Style Bonuses: +10% to Common Skill Bonuses and +10% to two Combat Styles (3 DPs)
• Advanced Skills: Two additional Advanced Skills at base% (2 DP)
• Magic: None (0 DP)

Courtier (5 DP)
• Common Skill and Combat Style Bonuses: +30% to Common Skill Bonuses (3 DPs)
• Advanced Skills: Two additional Advanced Skills at base% (2 DP)
• Magic: None (0 DP)

Craftsman (5 DP)
• Common Skill and Combat Style Bonuses: +30% to Common Skill Bonuses (3 DPs)
• Advanced Skills: Two additional Advanced Skills at base% (2 DP)
• Magic: None (0 DP)

Diplomat (5 DP)
• Common Skill and Combat Style Bonuses: +30% to Common Skill Bonuses (3 DPs)
• Advanced Skills: Two additional Advanced Skills at base% (2 DP)
• Magic: None (0 DP)

Explorer (5 DP)
• Common Skill and Combat Style Bonuses: +30% to Common Skill Bonuses (3 DPs)
• Advanced Skills: Two additional Advanced Skills at base% (2 DPs)
• Magic: None (0 DP)

Farmer (5 DP)
• Common Skill and Combat Style Bonuses: +40% to Common Skill Bonuses (4 DPs)
• Advanced Skills: One additional Advanced Skill at base% (1 DP)
• Magic: None (0 DP)

Fisherman (5 DP)
• Common Skill and Combat Style Bonuses: +30% to Common Skill Bonuses (3 DPs)
• Advanced Skills: Two additional Advanced Skills at base% (2 DPs)
• Magic: None (0 DP)

Herdsman (5 DP)
• Common Skill and Combat Style Bonuses: +40% to Common Skill Bonuses (4 DPs)
• Advanced Skills: One additional Advanced Skill at base% (1 DP)
• Magic: None (0 DP)

Hunter (5 DP)
• Common Skill and Combat Style Bonuses: +30% to Common Skill Bonuses and +10% to one Combat Style (4 DPs)
• Advanced Skills: One additional Advanced Skill at base% (1 DP)
• Magic: None (0 DP)

Noble (5 DP)
• Common Skill and Combat Style Bonuses: +30% to Common Skill Bonuses (3 DPs)
• Advanced Skills: Two additional Advanced Skills at base% (2 DPs)
• Magic: None (0 DP)

Mercenary (5 DP)
• Common Skill and Combat Style Bonuses: +20% to Common Skill Bonuses and +10% to two Combat Styles (4 DPs)
• Advanced Skills: One additional Advanced Skill at base% (1 DP)
• Magic: None (0 DP)

Merchant (5 DP)
• Common Skill and Combat Style Bonuses: +30% to Common Skill Bonuses (3 DPs)
• Advanced Skills: Two additional Advanced Skills at base% (2 DPs)
• Magic: None (0 DP)

Miner (5 DP)
• Common Skill and Combat Style Bonuses: +40% to Common Skill Bonuses (4 DPs)
• Advanced Skills: One additional Advanced Skill at base% (1 DP)
• Magic: None (0 DP)

Physician (5 DP)
• Common Skill and Combat Style Bonuses: +40% to Common Skill Bonuses (4 DPs)
• Advanced Skills: One additional Advanced Skill at base% (1 DP)
• Magic: None (0 DP)

Priest (5 DP)
• Common Skill and Combat Style Bonuses: +30% to Common Skill Bonuses (3 DPs)
• Advanced Skills: None (0 DP)
• Magic: Divine (2 DPs)

Sailor (5 DP)
• Common Skill and Combat Style Bonuses: +30% to Common Skill Bonuses (3 DPs)
• Advanced Skills: Two additional Advanced Skills at base% (2 DPs)
• Magic: None (0 DP)

Scholar (5 DP)
• Common Skill and Combat Style Bonuses: +30% to Common Skill Bonuses (3 DPs)
• Advanced Skills: Two additional Advanced Skills at base% (2 DPs)
• Magic: None (0 DP)

Shaman (5 DP)
• Common Skill and Combat Style Bonuses: +20% to Common Skill Bonuses (2 DPs)
• Advanced Skills: One additional Advanced Skill at base% (1 DP)
• Magic: Spirit Magic (2 DPs)

Soldier / Warrior (5 DP)
• Common Skill and Combat Style Bonuses: +20% to Common Skill Bonuses and +10% to two Combat Styles (4 DPs)
• Advanced Skills: One additional Advanced Skill at base% (1 DP)
• Magic: None (0 DP)

Spy (5 DP)
• Common Skill and Combat Style Bonuses: +30% to Common Skill Bonuses (3 DPs)
• Advanced Skills: Two additional Advanced Skills at base% (2 DPs)
• Magic: None (0 DP)

Thief (5 DP)
• Common Skill and Combat Style Bonuses: +40% to Common Skill Bonuses (4 DPs)
• Advanced Skills: One additional Advanced Skill at base% (1 DP)
• Magic: None (0 DP)

Tracker (5 DP)
• Common Skill and Combat Style Bonuses: +20% to Common Skill Bonuses and +10% to one Combat Style (3 DPs)
• Advanced Skills: Two additional Advanced Skills at base% (2 DPs)
• Magic: None (0 DP)

Witch (5 DP)
• Common Skill and Combat Style Bonuses: +20% to Common Skill Bonuses (2 DPs)
• Advanced Skills: One additional Advanced Skill at base% (1 DPs)
• Magic: Choose one magic style (2 DPs)

Sorcerer (5 DP)
• Common Skill and Combat Style Bonuses: +20% to Common Skill Bonuses (2 DPs)
• Advanced Skills: One additional Advanced Skill at base% (1 DP)
• Magic: Sorcery (2 DP)

Woodsman (5 DP)
• Common Skill and Combat Style Bonuses: +30% to Common Skill Bonuses and +10% to one Combat Style (4 DPs)
• Advanced Skills: One additional Advanced Skill at base% (1 DP)
• Magic: None (0 DP)
daxos232
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Postby daxos232 » Mon Nov 01, 2010 11:58 pm

Nice work, I like it. Just as effective and efficient as your cultural backgrounds creation process.
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Vagni
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Postby Vagni » Wed Nov 03, 2010 9:09 am

daxos232 wrote:Nice work, I like it. Just as effective and efficient as your cultural backgrounds creation process.
I'll second that. :D
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ryhopewood
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Posts: 142
Joined: Tue Apr 05, 2005 11:28 am
Location: Ashby de-la Zouch, UK

Postby ryhopewood » Wed Nov 03, 2010 11:33 am

Thanks for the nice feedback. I'm going to try and convert these guidelines into automated worksheets using Excel. I'll let everyone know when I'm done.
daxos232
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Postby daxos232 » Thu Nov 04, 2010 12:05 am

Have you thought about using your system to do guidelines for creating cults? I was inspired by your Cultural Backgrounds and attempted to make a system, but I haven't had the time to really work on it due to classes.
ryhopewood
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Posts: 142
Joined: Tue Apr 05, 2005 11:28 am
Location: Ashby de-la Zouch, UK

Postby ryhopewood » Thu Nov 04, 2010 9:01 am

daxos232 wrote:Have you thought about using your system to do guidelines for creating cults? I was inspired by your Cultural Backgrounds and attempted to make a system, but I haven't had the time to really work on it due to classes.
I'm not yet that familiar with the Cults section of the core rules but I will take a look at it. I saw your guidelines but my lack of expertise meant I had nothing to contribute (yet!). It looked well thought out and logical though.

Apart from D&D (which has always been mechanically opaque - although True20 and M&M have lifted the lid a little), I've tended to use rule systems with lots of logically built options such as GURPS and HERO System. MRQ2 looks opaque but there is an internal logic in place bursting to get out. Some areas do need some borrowing from other BRP systems such as SIZ. Personally, I'd love to develop a system for building spells that are reasonably balanced.

I think I've rambled long enough!
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cthulhudarren
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Postby cthulhudarren » Thu Nov 04, 2010 2:27 pm

ryhopewood wrote:
daxos232 wrote:Have you thought about using your system to do guidelines for creating cults? I was inspired by your Cultural Backgrounds and attempted to make a system, but I haven't had the time to really work on it due to classes.
I'm not yet that familiar with the Cults section of the core rules but I will take a look at it. I saw your guidelines but my lack of expertise meant I had nothing to contribute (yet!). It looked well thought out and logical though.
I'm hoping for something along this line as well! I'd like to start on the Norse Pantheon with some guidelines which balance cults. More powerful Gods simply have more cults, each individual cult should be roughly equal IMHO.

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