Survivors in the desolate wastes tend to hone a handful of skills, and work together with others to optimize their chance of survival. Characters rarely find success in becoming a jack of all trades, and may find the wilds more deadly if they do not focus their efforts. Because of this most survivors fit into one of four main professions, which each specialize in one job.
On this page, you'll find a quick summary of each profession, stat blocks, links to contract info, and more!
All playstyles, character ideas, and quest roles listed are there for inspiration. There are no hard rules on how a given profession can be played. Even the most fragile survivalist can take a melee combat role with the right combination of magic, equipment, and strategy. The bulkiest of Slayers could make a fine battlemage, regardless of regen rate. We recommend picking a class that fits the character the most, then adapting the playstyle to your preferences.
Want to do something that doesn't seem to fit within the current system? Contact a DM! We don't plan on adding any new professions to the game, but we are open to adding additional contracts and can give ideas for how the different professions might apply to your character.
Playstyle: Combat focused. Dive into the heart of battle. Use high combat skills to engage in dangerous melee combat, drive the enemy back, and defend your party. This is the simplest profession to play.
Contract style: Roll-n-write story generators. More submissions = More loot! Kill, kill, and kill some more. It can only benefit your faction.
Common Roles: Tank, Guard, Frontline
Stats
Melee precision - High
Ranged precision - Low
Evasion - Low
Damage - Mid
Vigor - High pool, High Regen
Energy - Low pool, Low regen
Scour the regions of the world for enemies to defeat. The beasts you fell may be gutted and cleaned for parts, yielding valuable materials. Typical hunting contracts act as a story generator, and come with a varying risk of peril depending on the region you hunt in. Hunting is critical for acquiring the resources needed for Alchemy and Crafting. Hunts are designed to work best when you collaborate with other people. More flux = more loot.
Playstyle: Risk averse. Avoid combat and provide support to your allies. Use high movement skills to stay out of danger. Combat as a survivalist requires careful maneuvering and strategizing to avoid falling to their lower vigor pool. Stealth may be the best alternative to battle for a survivalist.
Contract style: Roll-n-write story generators. More submissions = More loot! The more plants you find, the more your sentries will have to experiment with.
Common Roles: Scout, Support, Thief
Stats
Melee precision - Mid
Ranged precision - Mid
Evasion - High
Damage - Low
Vigor - Low pool, High regen
Energy - Low pool, Mid regen
Gathering is designed to work best alone. More submissions = more loot.
Playstyle: Battle ready mystics. Sentries are warriors of the body and the soul. They hone their auguring abilities to see into the hearts of their foes, revealing strategically important information about them.
Contract Style: Experimental, puzzle solving. Figure out how to combine the ingredients you have into the results that you want. Relies on slayers and survivalists for potent materials to work with.
Common Roles: DPS, Battlemage
Stats
Melee precision - High
Ranged precision - High
Evasion - Mid
Damage - Mid
Vigor - Mid pool, Mid regen
Energy - Low pool, High regen
Playstyle: Ranged fighters. Specters use tools and traps to ensnare their enemies. An elevated pool of energy allows them to use more powers in battle.
Contract Style: Artistic, design focused. Crafters spend the majority of their contract time designing an item and personalizing it for the character it is intended for.
Common Roles: Backline, Glass Cannon
Stats
Melee precision - Low
Ranged precision - Very High
Evasion - Mid
Damage - Low
Vigor - Low pool, Low regen
Energy - High pool, Low regen
Playstyle: Stay out of trouble to stay alive. Standard is the profession for characters who have not specialized in anything. Think of it as a challenge mode. New-borns start as a standard profession, and must work their way up unlocking one of the main professions. Adult characters may remain standard by player choice to increase the difficulty of the game and fit character arcs. Be warned that standard characters are at the greatest risk of death in any situation.
Many unaffiliated NPCs are Standard class.
Contract Style: Limited to field work. This means they can perform any contract with a lower success rate and worse overall results. Where a Sentry and craft an item as home and expect success, a Standard class will always need to make a skill check when crafting, or otherwise performing a contract.
Common Roles: Escort, Loner
Standard characters have an easier time swapping professions than those who have already specialized.
Stats
Melee precision - Very Low
Ranged precision - Very Low
Evasion - Very Low
Damage - None. Use items, boons, and alchemy to get the bonuses needed to deal damage.
Vigor - Low Pool, Low Regen
Energy - Low Pool, Low Regen
Professions represent the time and effort a character has spent specializing in a particular skill set. It is far easier to learn a profession for the first time than to forget everything and start over.
Characters who are Standard can easily swap professions by completing the following prompts:
[Prompts will be released after the conclusion of the Professions Event]
Characters of any other profession must complete a more extensive series of prompts. These submissions reflect the intense amount of time and training required to prepare yourself for a new lifestyle. One cannot be a bulky, muscular Slayer while maintaining the flexibility of a Survivalist.
[Prompts will be released after the conclusion of the Professions Event.
Contracts are how each profession gets things done in the world. Each profession specializes in a specific contract. Slayers hunt, survivalists gather, sentries alchemize, and specters craft. Only characters who are at a faction base can complete a contract. Working within your specialty guarantees results.
Cross Profession contracts occur when a character tries to complete a contract that is not their specialty. A survivalist hunting. A sentry gathering. Though it may get results faster than waiting for the expects, it comes with an increased risk of failure. Cross Profession contracts are considered a type of field work.
If you are out on a quest, riddled with banes, or otherwise out of your element, you'll be doing Field Work. Field work results are not guaranteed. Success is, instead, dependent on the character's skill level. Some scenarios may also apply disadvantage to your roll, like perils, banes, and some cases of crossing professions.
At Faction Base, Crossing Professions: 1d20+skill
On quest, profession specialty: 1d20+skill
On quest, crossing professions: 2d20+skill(disadvantage)
If multiple disadvantages apply at once, the rolls may continue to get worse at DM discretion.
See the contract specific pages for more details on how Field Work impacts their rolls.
Contracts can be run by both players and DMs. If you are confidant in the mechanics, feel free to handle the rolls yourself! Just keep in mind that any Encounters and Perils rolled must be handled by a DM.
If you have any trouble running a contract, feel free to ask another player or a DM for help. You must make the dice rolls, but anyone can hand you the results from the rolltable!