Professions

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.

Slayer - Hunting: Harvest components from defeated beasts.
Slayers are known for their physical prowess and melee abilities. As the front line of combat, they defend their group and tank damage.  They have bonuses to combat skills and vitality.

Sentry - Alchemy: Isolate the special properties of items, and transfer them to others.
Sentries adapt to the new world, honing both claws and magic to battle. They learn about the properties of the new world and use it against their enemies. They are more perceptive than most and have bonuses to sensory and face skills.

Specter - Crafting: Turn materials into tools, structures, and more.
Specters focus on the Ley energies of the world, capable of great feats of magic and construction. They are specialized in ranged combat, often creating contraptions to attack from afar. They focus more on their craft than brute strength, and have bonuses to utility and hobby skills.

Survivalist - Searching: Harvest a variety of materials from the land.
Survivalists are the best at holding their own in the wastes. The only class specializing in stealth, they excel at avoiding and escaping combat. Survivalists are excellent travelers, scouts, gatherers, and even at times assassins. They have various questing and movement skills bonuses.


Characters that have not yet chosen a professions to specialize in are considered "Standard".

Standard - Hunting, Alchemy, Crafting, Searching: May attempt any job, but must work without the carefully honed skills of the specializations, gaining no bonuses to these jobs.
We all have to start somewhere, and for most, that starting point is the Standard profession.  These cats are masters of nothing, but are not limited to any specific work.  They can try all things, but must work without the bonuses a more specialized cat receives. 


Cross-Profession Contracts:
Contracts run outside the profession must be done with the related skill check with a DC 15.  If the job is successful, but the skill check fails, the item will receive 1d8 fragility.  The item is easily damaged, and if it loses all fragility points, it breaks.  Items crafted from fragile items inherit the lowest fragility score.  Potions brewed from fragile items will see their effects decrease by 2 points per fragility across all brewing components (Minimum 0 effect).  Fragility must be tracked by the player.

Job Mechanics

Hunting Mechanics:

Pick a location and roll a d100 for the hunting table for your area.
You can specify 1 component to intentionally butcher or make a random roll for multiple items.
Number of enemies killed varies based on the combined Flux Score of all hunters present.

Searching Mechanics:

Pick a location and roll a d100 for the searching table for your area.
You may specify a specific material to search for, giving you better odds of finding it on your mission.

Alchemy Mechanics - LIMITED:

This mechanic is limited until the group meets a special milestone.  Basic Brewing is the only process available for Alchemy.


Brewing Mechanics:

Improved rations can be brewed to provide added effects when eaten. This can make dangerous foods safer to eat, and makes the rations last longer.  Special, herbal effects are typically diluted when brewing rations.  This process is also referred to as 'cooking'.

Crafting Mechanics - PARTIALLY LIMITED:

This mechanic is limited until the group meets a special milestone.  Basic Crafting is the only process available for Crafting.

Basic Crafting Mechanics: 

Combine materials to create tools, armor, weapons, structures, and more.
The crafting process takes time, and all but the simplest of tools will take days to craft.  Field crafting is not advised, as it leaves you vulnerable to enemy attack.  Your reward for the time spent crafting a tool is the long lived usefulness it will bring you.  While a potion will wear off after a day or two, a good knife could last a lifetime.

Crafted items can be imbued with special characteristics depending on the material used.  Some bonus effects may not be revealed until an item is used heavily in crafting or otherwise researched.

How to do Contracts:

Contracts can be completed once a week by submitting art or writing to the #Contracts channel in discord.  Contract submissions must include the details listed below to help inspire the mod team in the event you rolled a special response.  The weekly deadline for completing contracts is [???]

Requirements:
Who is contributing to the contract?
Where is the contract being completed?
[Optional]What items did you bring?
[Optional]What powers are you sustaining?
[Optional]Are you using any particular strategy, or special tricks?

If optional parts are omitted, the moderators will assume they do not apply(ie. no powers, items, or special plans).  Basically, if you want us to know about and account for it, you should include it somewhere in the submission.  There's no going back later to say you had something if you didn't list it!

There are no special requirements for what to include in your art or writing, but including extra details and effort can result in greater success than is typical.  It may also help save you if disaster strikes.

Encounters:

Any time you go about completing a difficult task, like a contract, you put yourself and your possessions at risk.  Encounters are frequently a mixture of good and bad effects, with a heavy bias towards the bad.  Each contact comes with a chance of an encounter, with the risk varying depending on where the contract is done.

When you receive an encounter, you have 48 hours to respond or it will be lost.  This can result in missing out on additional loot, loss of loot, or injury to your character.  If you are travelling in a group, any party member can respond to prevent automatic loss of the encounter.  Any characters involved in an encounter cannot participate in a new encounter until the current one is resolved.  The better your strategy, the better your odds of success in your encounter.  Encounters will typically resolve within 1 week.

Encounter rules and deadlines exist to keep them from piling up on the mod's to-do lists.  If you need an extension due to real world circumstances, let the mod team know.  Be warned though, an extended encounter can put your character in limbo, keeping them from participating in events, contracts, and quests.