Editing Mano a Mano:Occupations
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Occupations describe what a character does: how the character makes a living and fits into society. | Occupations describe what a character does: how the character makes a living and fits into society. | ||
Sometimes occupations are professions, careers, jobs or businesses, but volunteer work, hobbies and even crime can also be occupations. | Sometimes occupations are professions, careers, jobs or businesses, but volunteer work, hobbies and even crime can also be occupations. | ||
− | An occupation should | + | An occupation should a description, at least one advantage and at least one requirement. |
Occupations can also have liabilities: effects which are not advantages. | Occupations can also have liabilities: effects which are not advantages. | ||
A game's list of occupations should balance the advantages and requirements of each occupation. | A game's list of occupations should balance the advantages and requirements of each occupation. | ||
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Indicate the setting, culture, communities, nations, or worlds where this occupation is found, and how the occupation relates to them. | Indicate the setting, culture, communities, nations, or worlds where this occupation is found, and how the occupation relates to them. | ||
Describe the organization of the profession: societies, traditions, rituals, competition, initiation, apprenticeships, status, reputation, etc. | Describe the organization of the profession: societies, traditions, rituals, competition, initiation, apprenticeships, status, reputation, etc. | ||
+ | If the occupation is significantly more or less compatible or popular with certain types of characters (characters with a certain template for example) explain why. | ||
Explain how characters training for this occupation develop the requirements. | Explain how characters training for this occupation develop the requirements. | ||
===Requirements=== | ===Requirements=== | ||
+ | The occupation may also have requirements: qualifications, duties and liabilities. | ||
+ | The requirements of an occupation come in four catagories: | ||
− | + | ;Qualifications: An occupation can require a specific template, along with specific abilities and modifiers. An occupation can also require training, education or accomplishments. In addition it can have specific requirements in regards to culture, social class, age, sex, reputation, popularity, appointment, election or inheritance. | |
− | + | ;Duties: Occupations can require time commitments. Occupations may also require the character to have a limit on how many other occupations the character can have. (For example an occupation may require that the character have no other occupations.) Occupations can also require standards of conduct for characters. | |
− | Occupations | + | ;Liabilities: Occupations can change a character's reputation for better or for worse. They can have political requirements, forcing the character to choose sides in a divided social enviornment. Occupations can make a character guilty by association if his occupation is or becomes suspect or unpopular. |
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− | + | ;Limits: It is possible for there to be a limited number of certain occupations. (For example, one "kingdom" can usually only have one "king.") Some occupations can require that there first has to be a vacancy before an occupation can be obtained. | |
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===Advantages=== | ===Advantages=== | ||
+ | An occupation gives a character advantages: opportunities, status and privileges. | ||
+ | Occupations can give characters specific advantages having to do with equipment, income, opportunities, status, or privileges. | ||
− | + | ===Example=== | |
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− | + | ;Knight: A Knight is required to have at least a +3 modifier in law ability and a +2 modifier to sword fighting ability. To maintain the occupation of Knight, the character must always obey the law in public, must always resist attempts to break the law in public, and must obey all direct orders from the King. Knights are always entitled to 5000 CP worth of equipment from the King. (If this equipment is damaged or lost, it may be restored at the King's armory.) Knights are entitled to the property of any Robber they capture. In this case, (in addition to that Robber's property,) the Knight also receives a reward of equipment from the King, equal to the personal CP of the Robber. | |
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− | ;Knight: A Knight is required to have at least a + | ||
− | + | ;Robber: A Robber is required to have at least a +2 modifier to stealth ability and a +1 modifier in any armed combat ability. Robbers can always trade in stolen items for half of the item's CP on the black market. A Robber may lose these privileges if he aids in another Robber's capture. | |
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− | ;Robber: A Robber is required to have at least a + | ||
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− | If a character meets both of these occupation's requirements they may begin as either a Robber or Knight. If this character begins as a Robber, but gains the reputation of being a hero who is loyal to the king, and if he ceases to take advantage of his robber privileges, the King may choose to give this character the occupation of | + | If a character meets both of these occupation's requirements they may begin as either a Robber or Knight. If this character begins as a Robber, but gains the reputation of being a hero who is loyal to the king, and if he ceases to take advantage of his robber privileges, the King may choose to give this character the occupation of “Knight.” If this character begins as a knight, but proves himself disloyal to the king by participating in unlawful activity, he has the option of becoming a Robber, but loses all of his Knight privileges. |
− | + | Notice that if two characters are identical, except for their occupations, the Knight would be considered to have an advantage over the Robber, but the Knight has stricter requirements. |