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Careers of Brokenblades: Those amongst us used to
Warhammer won't be alien to this concept. In Brokenblades,
in addition to your class, you may also follow a career path.
This way, your fighter can be an artisan in his spare time,
your cleric can hide a quite lucrative smuggler vocation from
his friends, your mage can be a tax collector for the empire
or your rogue can be an expert grave robber and so on. This
will give the opportunity to your character to live between
adventures adding a new depth to his background and some funny
role-playing opportunities.
The possibilities are quite numerous. Basically all of the
100 Warhammer careers will be implemented in Brokenblades.
Each single career offer special benefits to the player who
decide to follow this calling. If you choose to join a career
it will be important to join it in the early stages of your
character existence since re orienting into a career cost
15% of you experience points. Below level 4 it is a cost you
can pay without impairing your character too much.
Here is the list of the careers currently implemented in Brokenblades.
Agitator: Agitators are
active supporters of causes. Almost any cause will do, for
rights of common humans (or dwarves, elves or Halfling) to
the state of the drains. They campaign tirelessly to enlist
support, addressing meetings, distributing leaflets and bending
the ear of anyone who will listen. To an agitator, the greatest
satisfaction is to see the establishment forced to act by
the weight of public opinions. Some agitators are motivated
by genuine public concern, but many more have their own interest
at heart - the winning side in a dispute will often reward
its most loyal servants handsomely. Often the cause of civilization
has been seriously damaged by medding agitators. Although
they can often be the cause of much good. The fact that there
can be professional busy-bodies of this kind shows how complicated
Brokenblades is.
Benefits: Agitator can write propaganda leaflets
if they have some ink and blank paper sheets in their possession.
With these leaflets they can try to convince any npcs or Pc
to join their cause. If it is successful their cause will
gain influence in Brokenblades making partisans of this cause
a bigger probability in the event cycle. If an agitator hit
an event populated with partisans of his cause, he can expect
substantial help and income.
Alchimist: Alchemists
study the branch of magic or science which deals with matter
and proprieties. They are experts at preparing chemical compounds
and recognising mineral ores. Alchemists may be of great assistance
to many metal worker, and are able to prepare explosives for
gunpowder weapons. Many alchemist, however, consider it beneath
them to use their skills for such wordly matter, and devote
themselves to aquiring knowledge. Research into how to turn
base substance in gold is an especialy popular field of research,
but one which has proved fruitless to date.
Benefits: The alchimist if they consede to
carry their field chemistry kit are able to tranform various
ores in precious and helpful substances or items such as bombs,
weapon enancing alloys, shock absorbing ceramic plates.
Artisant: The artisan
is a skilled craftman. Manifacturing some of the countless
requiments of civilised life. The expression of their art
is often well prized by the upper class. The bulk of artisan
are found in town where there is a sufficient demand to keep
them in fulltime work.
Benefits: Artisans are able to transform mere
resources in formidable objects just by the strength of their
creative inspiration. The main occupation of an adventuring
artisan will be to paint all the marvelous sights he will
come by and sell them to nobles back in cities. To do so,
the artisan will have to carry his easel some canvas, some
brushes and a couple of paint pots. But the artisan can craft,
sculpt many other things that you will have to discover. Time
to times, the artisan will surpass himself and craft masterpieces
who will reach an unprecedented market value.
Bawd: In virtualy any
Brokenblades town, there can be found a professional guide
and escort to the seedier districts somone familiar with the
full range of illegal and immoral establishments and services
to be found there. The whole word over they are known as Bawds.
Such men- usualy male humans, know all the best drinking houses
and gambling halls, as well as where to find brothels, drug
dens and establishements catering to all manner of other vices.
They can gain access to such places for outsiders, and can
be relied upon to know which are safe, which are under official
scrunity and which make a practice of robbing and murdering
clients. Our services are for hire to any reveller who appears
suitably wealthy although many bawds are not above leading
their new-found companions into 'sucker' traps or gang of
cut throaths, in exchange for a share of the picking.
Benefits: hehe you perverts this is the job
for you. Seriously, bawds can 'find' secret entrances to underground
establishements when they are in any towns, allowing all their
party to access to a often unknown part of the brokenblades
society. Black market, whores and drugs weee.
Bodyguard: Brokenblades
is a dangerous place. Not because it is nice to say so, because
it really is.. especially if you happen to carry a cursed
relic, be outspoken, unpopular, powerful or rich. Since there
are plenty of people who can manage these attributes, it is
hardly surprising that a class of professional 'minders' has
sprung up to keep them from harm. Merchants and nobles almost
always maintain a group of bodyguards to protect them from
those who wish them ill and to keep beggars and other riff-raff
from getting in the way. Bodyguards vary in nature from semi-skilled
heavies to members of what amounts to a private army; the
bulk of them, though, are simple thugs who enjoy being paid
for beating up unsuspecting citizens.
Benefits: In a Brokenblades fellowship a bodyguard
may elect to protect the weakest fellow of his group. It can
be done by toggling the option by using the emote thingy.
If the protection is accepted then the bodyguard will be responsible
to keep this weak member alive. Each time the weak member
zones without dying, the bodyguard will gain 10xp and it's
cumulative. So if the weak member of the group has been thru
10 zones without falling in combat the bodyguard will earn
100 xp at that time. If the weak fellow falls in combat, then
the count will reset to 0 and the bodyguard will share the
xp penalty with his protégé. (5% xp penalty
each instead of a full 10% penalty taken by the weak fellow)
Bounty Hunters: Bounty
Hunters live by tracking down wanted criminals, bandits or
other undesirables and bringing them to justice. By and large,
to all but criminals, this make them a useful part of Brokenblades
civilisation. Rewards maybe offered by local rulers, guilds
or coucils in an effort to dispose of brigands, rampagin goblins
bands or other troublesome creatures. Occasionally, whole
races or clans may be outlawed and subject to a bounty and,
for a while, area may draw bounty hunters from miles around.
As well being skilled fighters, bounty hunters should be able
to track their quarry without being thrown off the trail.
bounty hunters are feared and they tend to be single minded,
harsh and cynical. They are professional killers in any sense,
and will not hesitate to resort to means which others might
consider distasteful in order to dispatch their quarry. They
are loners by nature, trusting no one. The authorities consider
them as a necessary evil but never openly welcome one.
Benefits: Bounty hunters in brokenblades can
look at road signs for local wanted criminals. You will have
the name, and the gold on his/her head. higher the price is
on a suspect more difficult this lad will be to bring to justice
or even to simply neutralize. When you see a suspect you wish
to hunt down, simply select the option at the post. Following
a suspect will deflect you from your quest a little (d4% to
the edge score). When following you quarry, all along this
area you will be noticed as you progress, the engine will
check if you follow it correctly. You will need 3 successful
checks. When you will find the suspect you will have to react
to him/her behavior. Some of them will simply surrender, others
will negotiate and others will literaly try to kill you. If
your quarry surrenders, you earn xp for capturing him/her
alive and the gold on his head. In counterpart, if you simply
kill him you will have the gold placed on his head only. In
both cases you'll have to go the the local authorities to
claim your bounty. It's sure it helps to be a ranger when
following a quarry but a good perception can do the job too..
it might just take longer to find the suspect.
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