Go on till you come to the end

Choose your Pillar, and, consider your first event Profession Card

After you made the person, we need to make the "mechanics" for who your character is. Fortunately, this is as simple as choosing your Pillar (the type of super-human being you wish to be) and choosing a profession card. The Pillar will dictate a lot of your costume and role-play, so consider the different pillars carefully. Professions, on the other hand, can be changed from event to event until you find one that you like. 

 

Pillar Cards

Your pillar represents the latent supernatural DNA that you have inside of you as a character. There are 5 primary pillars that you can choose from, and each pillar has 3 variables you can choose from. Your variables are effectively three different “genetically related” strains of supernatural DNA. These variant strains all mechanically are the same; however, each provide different story and costuming opportunities. Your game organizer will record which variant of the Pillar Card you are choosing for future reference. 

Your Pillar Card is locked to a character, and normally does not change. On the back of your pillar card you will find 6 skills that every character has access to, and 1 specialization specific to your Pillar.

The Core Pillars Are: Amalgam, Chimera, Eternaborne, Giantkin, Mortuskin, Underfolk, and Wyrmborne. These represent the 7 primary genetic aberrations found within those assigned to Lost Territories.  

As an example, the Underfolk Variants are Spriteling, Goblyn, and Sylvan. While these three Pillar variants all mechanically provide the same advantage, each variant has different costuming and physical nuance guidelines as well as equipment they are able to use. In addition, a Game Organizer may introduce story and plot that affects only Spritelings but not all other Underfolk Variants. A Game Organizer may also run a plot that affects all Underfolk. This would affect all Spriteling, Goblyn, and Sylvan kin. 

 

Profession Card

Your profession card is your primary training focus for your character. On your profession card are a number of skills that you are capable of using. Skills are available once per instance (or every 30 minutes). You can use every skill on each of your Profession cards once during a fight, or if a fight goes longer than 30 minutes, once every 30 minutes. Each profession card only about 6 skills, as most basic “combat and survival” skills are listed on every single pillar card. 

Every six months that a player attends game, the player earns another “profession slot” for profession cards. At this point, the player is able to have 2 profession cards on them at all times. In the instance that a skill shows up on multiple cards, the player has the ability to use that skill multiple times during a single instance (or 30 minute) period.

This system design allows all character the ability to enter into combat, to go on adventures, and to be involved based on their real world abilities. The skills on the card are intended to allow a player to engage in plot-designed mini-games linked to a skill and to allow a degree of augmentation to a player’s real world abilities. 


Quick List of Professions:

Combat/Action Professions

  Channeler – Limited arcane support by funneling rift energies in combat
  Close Combat – For those that enjoy sword and shield combat
  Combat Engineer – For those that want to work with thrown explosives
  Ranged Combat – For those that enjoy ranged weapon combat
  Skirmisher – For those that enjoy Florentine and speed combat

Social/Economic Professions

  Communications Expert – Language and enigma decryption based on recovered materials
  Medic – To assist team mates with recovery during and after fights
  Researcher – To decrypt enigmas in the field and decipher ancient languages and history
  Resource Manager – Able to buy information, rift leads, and unique single-use items
  War Profiteer – An individual who can exchange resources for currency