Potential Professionals/Crafters Guild
Posted: Tue Oct 13, 2020 6:42 pm
Crafters/Professions Guild Proposal - This guild would encompass all "professional" skills. There will be some overlap. I would propose non-guild members cap out at 300 now instead of 400 so that only guild members can make "fine" quality and higher goods, though that may be an unpopular opinion since guild members could still make higher than fine quality goods anyway. I would also suggest that Trading in the library cap out low so that this guild can specialize in it. This proposal is based off current skills only, not taking into account that some may be wrapped into a general crafting skill or affinity system later. I also think it would be neat if this guild had access to a specialty market in their guild hall (kind of a permanent NPC merchant) with a rotation of goods available in limited quantity (either per person or not) and restricted based on sub-class. Obviously this is all just an initial idea and very much subject to change. Ideas are always welcome. I just wanted a starting off point to potentially get the ball rolling.
General Suggestions for Increased Skill Levels:
- Lower energy cost
- Higher quality items
- Fewer steps
- Reduced round time per step
- Access to higher tiers of abilities
- Access to specialty recipes
Sub-classes:
Artisans: These are fine craftsmen who focus their time mostly on detailed handiwork that requires a sometimes lighter, defter, or finessed touch, but don't necessarily want the finickiness that comes along with the chemistry of working with living subjects.
700: Lapidary, Leatherworking, Metalworking, Pottery, Tailoring, Weaving, Woodworking
600: Trading, Metallurgy, Mining, Skinning, Woodcutting, Masonry
500: Animal Husbandry, Construction
400: Cooking, Brewing, Herbalism, Farming, Linguistics
Laborers: Those who don't shirk from a hard day's honest labor. They may choose to supplement their main line of work with a craft using similar materials, but aren't necessarily dexterous or patient enough for finer crafts.
700: Construction, Masonry, Metallurgy, Mining, Skinning, Woodcutting
600: Leatherworking, Metalworking, Woodworking
500: Trading, Pottery, Animal Husbandry, Farming, Skinning
400: Cooking, Brewing, Lapidary, Weaving, Tailoring, Herbalism
Tradesmen: Businessmen looking to make their mark by buying and selling rare finds from far off lands. Those who go this route may take up a craft to show they're more than just smooth talking entrepreneurs, but their main focus will always be in driving bargains and the art of haggling. They often wouldn't deign to work at any trade that will make them break a sweat. Appearance is everything!
700: Trading, Linguistics
600: Lapidary, Leatherworking, Pottery, Tailoring, Weaving, Woodworking
500: Animal Husbandry, Herbalism, Cooking, Brewing, Metalworking
400: Construction, Masonry, Metallurgy, Mining, Skinning, Woodcutting, Farming
Agriculturalists: Those who work the land and raise and train animals for utilitarian, sporting, or other needs. Their area of expertise lies in growing crops and livestock to keep communities fed and supplied with the raw materials needed for crafts. They aren't afraid to get their hands dirty and will often supplement their income and efforts with a trade that helps them keep their farms running smoothly.
700: Animal Husbandry, Farming, Herbalism, Cooking, Brewing
600: Construction, Leatherworking, Metalworking, Skinning, Tailoring, Weaving, Woodworking
500: Metallurgy, Mining, Trading, Woodcutting
400: Lapidary, Pottery, Masonry
Abilities: Some of these might go under other guilds as well, but the majority would be exclusive to this one. Names are just for funsies.
General Abilities:
- Special Supply: Gain access to exclusive items useful to crafters, such as specialty material types and dyes from traveling merchants.
- Custom Order: In addition to a craftmark, you can now add simple modifiers to items.
- Seeds for Days: Access to seeds for common varieties of nuts, beans, legumes, herbs, spices.
- Animal Training: Tiered ability to train domestic animal species. The general level would only be the base level training. Other tiers would go to husbandry experts.
- Chef: Tiered ability (apprentice, journeyman, master). Levels give different bonuses to food items such as extra morale, extra nutrition, less weight, or possibly "to-go" options that can be stowed in containers instead of the normal versions of food that might be sit-down only. Advanced tiers might be locked to Agriculturalists.
Specific Abilities: (Some might be able to cross over between the sub-classes, but I just left them in their main areas for now).
Artisans:
- Devil In The Details: You really know your stuff, and it shows. You are now able to add more elaborate modifiers to your finished products.
- Designer Goods: The ability to submit custom string requests to GMs for approval on especially high quality finished products.
- Shiny: Access to exclusive recipes and cuts for jewelry items and gems. Random chance to discover gems or metals at the market that weren't necessarily sold by players.
- A Little Goes A Long Way: Passive chance to be able to get extra uses from an item before it's used up on recipes that already leave leftover material behind.
Laborers:
- Efficiency: Tiered ability. Cut down on the RT/steps/energy cost when doing things like felling trees, mining, building etc.
- Strong as an Ox: Passive boost to strength modifier.
- Rapid Recovery: Passive boost to energy regeneration while resting in a seated or prone position.
- Cardio: Passive boost to energy cap.
- Fuel Up: Because you consume extra food from all the hard work, you've gained a very good relationship with town cooks. ##% discount on all food items bought locally.
Tradesmen:
- Skilled Negotiator: Haggling is second nature to you. You can talk peddlers at the market up or down in price with ease. This passive ability allows the user to get both an increase to price when selling to market and a decrease to cost when buying from market. Does not work in shops.
- Smooth Operator: You've learned to bargain with the best of them. Passive ##% price cut in area shops.
- Door Number Two: Gain access to certain even more exclusive items useful to crafters when traveling merchants show up. Requires "Special Supply".
- I Understood That Reference: Tiered ability allowing Tradesmen to specialize in language and cultural skills so they can more easily obtain what they want regardless of what race or culture they're dealing with. Passive ##% price cut on special merchant shops depending on tier. This could also go to scholars and might work similar to some crafts that require either X or Y for a recipe. This would require either Linguistics or Trading (of much higher skill).
Agriculturalists:
- Rodents of Unusual Size: The ability to breed animals for specific traits such as extra production or certain mount stat modifiers.
- Exotic Species: The ability to purchase exotic animals.
- Animal Training: Tiered ability to train domestic animals. Level 1: Basic commands for pets. Level 2: Advanced commands for pets. Level 3: Horses.
- Beastmaster: Requires top tier Animal Training. The ability to train exotic species in combat, riding, guarding, or companionship.
- Miracle Grower: Ability to grow out-of-season crops through the use of various farming techniques.
- Red, Red Wine: Access to wine grapes crop type of the red and white variety as well as vineyard land addition.
- Grains Specialist: Access to additional grain seeds such as barley, oat, rye, millet.
- Tree Hugger: Access to fruit trees and orchard land addition.
- Chef: Tiered ability (apprentice, journeyman, master). Levels give different bonuses to food items such as extra morale, extra nutrition, less weight, or possibly "to-go" options that can be stowed in containers instead of the normal versions of food that might be sit-down only.
- Alchemist: (Might be shared with Physikers) Tiered ability allowing the crafting of various potions used for healing, poisons for weapons, fertilizers to make crops grow faster, increased energy regeneration, alertness etc.
General Suggestions for Increased Skill Levels:
- Lower energy cost
- Higher quality items
- Fewer steps
- Reduced round time per step
- Access to higher tiers of abilities
- Access to specialty recipes
Sub-classes:
Artisans: These are fine craftsmen who focus their time mostly on detailed handiwork that requires a sometimes lighter, defter, or finessed touch, but don't necessarily want the finickiness that comes along with the chemistry of working with living subjects.
700: Lapidary, Leatherworking, Metalworking, Pottery, Tailoring, Weaving, Woodworking
600: Trading, Metallurgy, Mining, Skinning, Woodcutting, Masonry
500: Animal Husbandry, Construction
400: Cooking, Brewing, Herbalism, Farming, Linguistics
Laborers: Those who don't shirk from a hard day's honest labor. They may choose to supplement their main line of work with a craft using similar materials, but aren't necessarily dexterous or patient enough for finer crafts.
700: Construction, Masonry, Metallurgy, Mining, Skinning, Woodcutting
600: Leatherworking, Metalworking, Woodworking
500: Trading, Pottery, Animal Husbandry, Farming, Skinning
400: Cooking, Brewing, Lapidary, Weaving, Tailoring, Herbalism
Tradesmen: Businessmen looking to make their mark by buying and selling rare finds from far off lands. Those who go this route may take up a craft to show they're more than just smooth talking entrepreneurs, but their main focus will always be in driving bargains and the art of haggling. They often wouldn't deign to work at any trade that will make them break a sweat. Appearance is everything!
700: Trading, Linguistics
600: Lapidary, Leatherworking, Pottery, Tailoring, Weaving, Woodworking
500: Animal Husbandry, Herbalism, Cooking, Brewing, Metalworking
400: Construction, Masonry, Metallurgy, Mining, Skinning, Woodcutting, Farming
Agriculturalists: Those who work the land and raise and train animals for utilitarian, sporting, or other needs. Their area of expertise lies in growing crops and livestock to keep communities fed and supplied with the raw materials needed for crafts. They aren't afraid to get their hands dirty and will often supplement their income and efforts with a trade that helps them keep their farms running smoothly.
700: Animal Husbandry, Farming, Herbalism, Cooking, Brewing
600: Construction, Leatherworking, Metalworking, Skinning, Tailoring, Weaving, Woodworking
500: Metallurgy, Mining, Trading, Woodcutting
400: Lapidary, Pottery, Masonry
Abilities: Some of these might go under other guilds as well, but the majority would be exclusive to this one. Names are just for funsies.
General Abilities:
- Special Supply: Gain access to exclusive items useful to crafters, such as specialty material types and dyes from traveling merchants.
- Custom Order: In addition to a craftmark, you can now add simple modifiers to items.
- Seeds for Days: Access to seeds for common varieties of nuts, beans, legumes, herbs, spices.
- Animal Training: Tiered ability to train domestic animal species. The general level would only be the base level training. Other tiers would go to husbandry experts.
- Chef: Tiered ability (apprentice, journeyman, master). Levels give different bonuses to food items such as extra morale, extra nutrition, less weight, or possibly "to-go" options that can be stowed in containers instead of the normal versions of food that might be sit-down only. Advanced tiers might be locked to Agriculturalists.
Specific Abilities: (Some might be able to cross over between the sub-classes, but I just left them in their main areas for now).
Artisans:
- Devil In The Details: You really know your stuff, and it shows. You are now able to add more elaborate modifiers to your finished products.
- Designer Goods: The ability to submit custom string requests to GMs for approval on especially high quality finished products.
- Shiny: Access to exclusive recipes and cuts for jewelry items and gems. Random chance to discover gems or metals at the market that weren't necessarily sold by players.
- A Little Goes A Long Way: Passive chance to be able to get extra uses from an item before it's used up on recipes that already leave leftover material behind.
Laborers:
- Efficiency: Tiered ability. Cut down on the RT/steps/energy cost when doing things like felling trees, mining, building etc.
- Strong as an Ox: Passive boost to strength modifier.
- Rapid Recovery: Passive boost to energy regeneration while resting in a seated or prone position.
- Cardio: Passive boost to energy cap.
- Fuel Up: Because you consume extra food from all the hard work, you've gained a very good relationship with town cooks. ##% discount on all food items bought locally.
Tradesmen:
- Skilled Negotiator: Haggling is second nature to you. You can talk peddlers at the market up or down in price with ease. This passive ability allows the user to get both an increase to price when selling to market and a decrease to cost when buying from market. Does not work in shops.
- Smooth Operator: You've learned to bargain with the best of them. Passive ##% price cut in area shops.
- Door Number Two: Gain access to certain even more exclusive items useful to crafters when traveling merchants show up. Requires "Special Supply".
- I Understood That Reference: Tiered ability allowing Tradesmen to specialize in language and cultural skills so they can more easily obtain what they want regardless of what race or culture they're dealing with. Passive ##% price cut on special merchant shops depending on tier. This could also go to scholars and might work similar to some crafts that require either X or Y for a recipe. This would require either Linguistics or Trading (of much higher skill).
Agriculturalists:
- Rodents of Unusual Size: The ability to breed animals for specific traits such as extra production or certain mount stat modifiers.
- Exotic Species: The ability to purchase exotic animals.
- Animal Training: Tiered ability to train domestic animals. Level 1: Basic commands for pets. Level 2: Advanced commands for pets. Level 3: Horses.
- Beastmaster: Requires top tier Animal Training. The ability to train exotic species in combat, riding, guarding, or companionship.
- Miracle Grower: Ability to grow out-of-season crops through the use of various farming techniques.
- Red, Red Wine: Access to wine grapes crop type of the red and white variety as well as vineyard land addition.
- Grains Specialist: Access to additional grain seeds such as barley, oat, rye, millet.
- Tree Hugger: Access to fruit trees and orchard land addition.
- Chef: Tiered ability (apprentice, journeyman, master). Levels give different bonuses to food items such as extra morale, extra nutrition, less weight, or possibly "to-go" options that can be stowed in containers instead of the normal versions of food that might be sit-down only.
- Alchemist: (Might be shared with Physikers) Tiered ability allowing the crafting of various potions used for healing, poisons for weapons, fertilizers to make crops grow faster, increased energy regeneration, alertness etc.