The system is a common selling point for RPs, so I should probably display that. I'll have it up tomorrow for two reason. One is that I'm busy with my work shift tonight, and two is that my workshift is so boring that I'm actually fine-tuning a lot of the system in my head.
I will show the descriptions for the professions, which are the base of the massively dynamic technology tree that you can explore and defile as you please. Each character will choose two of these fields that they will be able to advance.
Aura is the magic system that I will present with the full result later.
Quote:
Professions:
Professions let you manipulate materials of your choices and learn to make more complex items involving your professions. All professions can influence equipment you make and specific effects. It is recommended that every profession is covered by at least one player. All professions will have equal synergy for making crossover items.
Crafter: Combined skill with smithing and tailoring. Allows you to better manipulate materials made with metals, leather or cloth.
Alchemicalism: Ability to alter chemicals and other fluids. Vital for making more advanced potions, poisons and other items.
Mechanical: Allows you to make machines that are part of equipment or any modification apparatus.
Biomancy: Increases your ability to grow and crossbreed new plants and perform any plant-related modifications. Eventually let's you branch off into other experimental organics.
Spiritualism: The profession for everything aura-related.
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