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Created page with "Creating a character for Wyld West is your opportunity to step into a world of grit, adventure, and untamed possibility. Every character has a past, ambitions, and skills that shape their journey in The Caldera. Whether you’re a gunslinger, merchant, scholar, or something else entirely, your choices will define your place in this frontier camp. To join the game, every player must complete a character sheet, which includes both Out of Character (OOC) and In Character (I..."
 
 
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=== Scarred ===
=== Scarred ===
Requires prosthetics of your choice, and they must be visible. Your character has noticeable and visible scarring. If another character attempts to Diagnose you (see the Surgeon Archetype), you must call “No Effect.” This will not stop you from being healed or having a disease removed, but it will make it more difficult to determine how much healing is required or what disease you may have.
Requires prosthetics of your choice, and they must be visible. Your character has noticeable and visible scarring. If another character attempts to Diagnose you (see the Medical Practitioner Archetype), you must call “No Effect.” This will not stop you from being healed or having a disease removed, but it will make it more difficult to determine how much healing is required or what disease you may have.


=== Sick Note ===
=== Sick Note ===
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*Starts each game with 10 random resources, crafting components, or apothecary ingredients in any combination of the player's choice.
*Starts each game with 10 random resources, crafting components, or apothecary ingredients in any combination of the player's choice.
*Can track any creature that leaves a trail. Requires a referee.
*Can track any creature that leaves a trail. Requires a referee.
*Can exchange Resource Ribbons at the Post Office for in-game resources.
 




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*Starts each game with 5 random resources, crafting components, or apothecary ingredients in any combination of the player's choice.
*Starts each game with 5 random resources, crafting components, or apothecary ingredients in any combination of the player's choice.
*Can track any creature that leaves a trail. Requires a referee.
*Can track any creature that leaves a trail. Requires a referee.
*Can exchange Resource Ribbons at the Post Office for in-game resources.
 





Latest revision as of 19:33, 3 March 2025

Creating a character for Wyld West is your opportunity to step into a world of grit, adventure, and untamed possibility. Every character has a past, ambitions, and skills that shape their journey in The Caldera. Whether you’re a gunslinger, merchant, scholar, or something else entirely, your choices will define your place in this frontier camp. To join the game, every player must complete a character sheet, which includes both Out of Character (OOC) and In Character (IC) information. The OOC details are required for player safety and communication, while the IC details bring your character to life within the world.

One Character, One Story

Players may only have one active character at a time in the game world. Other than experience point advancements, a character’s skills remain the same between events. In rare cases, if a player is unable to use their selected skills due to unavoidable OOC circumstances, a skill change may be permitted at the discretion of the game team.

Creating a New Character

A new character can only be created if the current one dies or the player chooses to permanently retire them. IC belongings (items, cash, etc.) do not transfer to a new character—using them is considered cheating. Each character starts fresh, forging their own story.


With these foundations in place, you’re ready to shape your legend in Wyld West. Choose wisely—every decision could make you a hero, a villain, or a legend whispered about in every corner of Saxum.


How to make a Character

This is where you can let your imagination go Wyld. After reading about the world of Wyld West, think about what kind of character you’d love to bring to life in this rugged frontier—and then follow these four steps to create them:
Step 1: Stuff Y’all Get for Free
Step 2: Picking a Background
Step 3: Picking a Flaw
Step 4: Picking Archetypes and Sub-Skills

Before arriving at your first event, your character will have attended the Orientation Centre in Upper Lifton—a crucial step for any newcomer to The Caldera. There, they will have seen firsthand that things don’t quite work the same way as they did back home.

  • Prayers from religious practitioners seem amplified.
  • Tinctures and elixirs have far greater effects.
  • Surgeons can perform treatments in minutes instead of weeks.

This means you do not need to roleplay discovering these differences—they are already known to you upon arrival. However, the reason why things work this way remains a mystery… one that you and others may seek to uncover in the world of Wyld West.

What y’all start with

Every character begins with the same core abilities—these represent the fundamental skills and knowledge a person would reasonably have before venturing into The Caldera. As you progress through character creation, you’ll build upon this foundation.

All characters start with:

  • 3 Global Hits (your base health).
  • Literacy – You can read and write.
  • Numeracy – You can count and perform mathematics.
  • Cartography – You can read and create maps.
  • Firearm Proficiency – You know how to handle and fire guns.
  • Melee & Throwing Weapon Proficiency – You can wield melee and throwing weapons.
  • $100 Starting Funds – Money saved up to make your way out West.

This starting toolkit ensures every character has a solid grounding in survival and self-sufficiency—what you choose to do beyond that is up to you.

Backgrounds

Your Background is where your character originally hails from before making the journey out West. It helps define what kind of life they led before arriving in The Caldera and grants a unique benefit to reflect their upbringing and experiences. While your Background influences your character's past, it is not the same as their personal backstory—that part is up to you to create!


Choose One of the Following Backgrounds:

Tamarillo

Your character is from the rugged lands of Tamarillo, where survival is a way of life. Its people are tough as old boots, well-accustomed to ranching, frontier living, and forgoing luxuries that others take for granted.

  • Bonus: Your character gains 1 additional Global Hit.

Goldrock

Goldrock is a land of industry, wealth, and crushing poverty. While only the ultra-rich and the clergy of the Church of Goldrock live in comfort, industry thrives, and even the poorest residents have access to crafting materials. Many still have ties to businesses or family back home who send supplies in the post.

  • Bonus: Your character gains 6 random Crafting Components at the start of each event.

Wheatstan

Wheatstan is known for its vast fields, thriving orchards, and endless vineyards. The people here are generous and community-driven, often sending care packages to loved ones who have left for the frontier, both to help them survive and to remind them of home.

  • Bonus: Your character gains 6 Apothecary Ingredients at the start of each event.

Fortune City

The beating heart of trade and business, Fortune City is where money talks and power is everything. Those from Fortune City understand the value of the mighty dollar and rarely set out on an adventure without securing a steady income or financial support from their connections back home.

  • Bonus: Your character gains $20 at the start of each event.

Wanderer

Your character has never been tied to one place for long, drifting across Saxum rather than settling in a single state or city. Carnival folk, hobos, outlaws, woods-people, and nomads all fall under this category. Their varied experiences make them highly adaptable and self-sufficient.

  • Bonus: Your character selects 3 Hobbies instead of 1 Profession and 1 Hobby when choosing Archetypes at character creation.


This choice helps shape your character’s origins and gives them an extra advantage as they begin their new life in The Caldera!

Flaws

Step 3: Picking a Flaw

In Wyld West, no one is without their struggles. Every character must take a Flaw—a personal limitation, weakness, or burden that adds depth to their roleplay.

Each Flaw has a mechanic that must be roleplayed. These do not provide any advantage but instead serve to enrich your character’s story and make them feel more grounded in the world.

Over time, additional Flaws may be gained through injury, divine intervention, or in-game events. However, just as misfortune can befall a character, it is sometimes possible to remove or overcome a Flaw through dedicated roleplay and other in-game means. Be warned—shedding a Flaw is rarely quick or easy, and often requires significant effort and storytelling.

Choose wisely, and embrace the challenges that come with being less than perfect!

Below is a list of Flaws, you must pick 1 of these Flaws when creating your character:

Addiction

Your character is addicted to a specific Tincture or Elixir. If selected at character creation, choose one of the following three Tinctures if you select this flaw:

  • Soothers Draft
  • Nerve Draft
  • Liniment Oil


Starting from the first day of your character’s first event, you will need your fix. You will lose 1 global hit point per day (starting at time-in each day) until you get your fix. Once you have consumed your chosen Tincture or Elixir, your hits will return to normal. This process will repeat every day until the flaw is removed and will persist from event to event. You still take the effects of the Tincture or Elixir you consumed.

Atheist

Your character cannot benefit from or perform Religious Rites, though you can still suffer any negative effects from them. This flaw excludes the Religious Practitioner Archetype from being chosen as either a Profession or a Hobby at character creation. If an existing Religious Practitioner acquires this flaw, all their Archetype skills and sub-skills relating to the Religious Practitioner Archetype are locked out and cannot be used until the flaw is removed.

Dicky tum

Your character cannot ingest any Elixirs or Tinctures made by an Apothecary. You may still use Elixirs or Tinctures that are not ingested. However, if you ingest an Elixir or Tincture (willingly or not), you will roleplay throwing it up for 10 seconds, and the Elixir or Tincture will have no effect on you. This will happen even if you are unconscious.

Fleeting

Your character has half the normal death count. This means your death count is now only 1 minute total.

Frail

Your character has 1 less global hit point and you may not take or benefit from any Sub-Skill in any Archetype that will give you more hits until the flaw is removed.

Glass Jaw

Your character is easy to knock out. If you take 1 hit of subdual damage, you will be rendered "unconscious." You cannot be roused by other characters in the same way as normal, you will remain subdued until a full 2 minutes have elapsed.

Gun Shy

Your character cannot use any Firearms. You can hold them, but you are extremely reluctant to do so. Make it clear how uncomfortable you are holding one to everyone around you. This flaw excludes the Gunslinger Archetype from being chosen as either a Profession or a Hobby at character creation.

Hen Hearted

Whenever your character takes a Fear call, you must freeze on the spot for the duration of the effect. You are unable to choose how you wish to take the fear effect. Additionally, you are unable to defend yourself for the duration of the effect. This has additional effects if you are interrogated (see interrogation mechanics).

Illiterate

You lose the ability to read or write, this excludes the Academic Archetype from being picked as either a Profession or a Hobby at character creation. If an existing Academic manages to acquire this flaw all of their Archetype skills and sub-skills relating to Academic are locked out to them and can not be used until the flaw is removed.

Scarred

Requires prosthetics of your choice, and they must be visible. Your character has noticeable and visible scarring. If another character attempts to Diagnose you (see the Medical Practitioner Archetype), you must call “No Effect.” This will not stop you from being healed or having a disease removed, but it will make it more difficult to determine how much healing is required or what disease you may have.

Sick Note

Your character catches diseases much faster than others. For any diseases you are around, use the following table of contagion levels:

  • Low: 1 hour of close contact to contract from a diseased character or item.
  • Medium: 30 minutes of close contact to contract from a diseased character or item.
  • High:15 minutes of close contact to contract from a diseased character or item.
  • Very High: 7 and a half minutes of close contact to contract from a diseased character or item.

Items do not normally carry or transmit disease, but specific items in game might.

Wasteful

Lose half, rounding down, of your money, ingredients and components acquired at the start of each event. For example: New characters' money goes from $100 to $50. Background Wheatstan gives 3 Apothecary ingredients instead of 6. Money, ingredients and components acquired from previous events are unaffected.


If you have any concerns or would like to discuss any of the flaws or their portrayal, please don’t hesitate to reach out to a staff member. We are happy to provide guidance and ensure that all players feel comfortable and respected in their roleplay.

Archetypes and Sub-skills

When creating a new character you must choose 1 of the below Archetypes to be a Profession and 1 of these Archetypes to be a Hobby. The exception to this is if you have picked “wanderer” as your background. In this case, you will pick 3 of these Archetypes as a Hobby. You can NOT take the same Archetype as a Hobby and a Profession.

The Archetypes are:
Academic
Apothecary
Crafter
Criminal
Gunslinger
Medical Practitioner
Provisioner
Religious Practitioner

These archetypes can be matched any way you like, for example: Professional Gunslinger and Hobbyist Medical Practitioner Professional Religious Practitioner and Hobbyist Criminal Professional Academic and Hobbyist Provisioner etc…

Or in the case of a Wanderer you could be: Hobbyist Medical Practitioner, Hobbyist Crafter and a Hobbyist Gunslinger Hobbyist Criminal, Hobbyist Gunslinger and Hobbyist Provisioner Hobbyist Academic, Hobbyist Crafter and Hobbyist Apothecary etc…

Note* Some of these archetypes may be locked out to you depending on the Flaw you have picked in the previous step.

Professions are something a character will have to dedicate a long time to learn and develop, becoming as good as they can in a given Archetype, whereas Hobbies are something characters have picked up casually. This is not to say they are not good at what they do, but simply that a person who does something as a Hobby will not be as good as a Professional.

After choosing Professions and Hobby(ies) characters will have 4 Sub-skill points to buy Sub-skills with. Characters can only have Sub-skills if they have the associated Archetype to which the Sub-skills are part of. Each sub-skill can only be taken once unless specified on the Sub-skill. You must use all 4 of these points in character creation.

For example, if you wanted to play a Former Pharmacist of one of Fortune Cities hospitals, who is a very afraid of guns after seeing what they can do, so has set out to the Caldera to try and teach others the art of medicine you could chose the following:

Background: Fortune city
Flaw: Gun Shy
Profession: Apothecary
Hobby: Academic
Sub-skills:

  • Extra Recipes (Apothecary Sub-skill)
  • Analyse (Apothecary Sub-skill)
  • Duplicate (Apothecary Sub-skill)
  • Lecturer (Academic Sub-skill)


The Archetypes are:

Academic

Many academics are drawn to the opportunities possible in the Caldera. Researchers join expeditions into the wilds, teachers support the education of the settlements, historians record the adventures of the folk, and scientists study new discoveries. These are just a few examples of the academic professions found in Saxum, and there are many more reasons for moving to the Caldera.


Profession:

  • Can Write into AND Teach Knowledge from their Textbook once per day.
  • Starts with any Recipes, Schematics and Religious Rites, gained from other Professions/Hobbies the character has, already in their Textbook.
  • Can read/translate other languages. You will be provided a key at the start of the event.
  • Can remove the Illiterate flaw from another character with 6 sessions of 30 minutes of roleplay. No more than one session per person per day. Requires a referee to record progress.

Hobby

  • Can Write into OR Teach from their Textbook once per day.
  • Starts with any Recipes, Schematics and Religious Rites, gained from other Professions/Hobbies the character has, already in their Textbook.
  • Can read/translate other languages. You will be provided a key at the start of the event.

Textbook & Knowledge: Textbooks hold various forms of knowledge. These ‘pieces of knowledge’ are Recipes, Schematics, and Religious Rites that Apothecaries, Crafters, and Religious Practitioners use, respectively. An Academic can write any piece of knowledge into their Textbook from one of 3 sources:

  • Being taught by another Academic.
  • Being taught by another Apothecary, Crafter, or Religious Practitioner.
  • Their own knowledge gained from one of their other Professions/Hobbies.

An Academic can teach any piece of knowledge from their Textbook to the following:

  • Another Academic.
  • Recipes to Apothecaries.
  • Schematics to Crafters.
  • Religious Rites to Religious Practitioners.

Academics are assumed to know every Recipe, Schematic, and Religious Rite in their Textbook and can use them if they have the appropriate Profession/Hobby.

The Post Office keeps track of all Recipes, Schematics and Religious Rites that every Academic has in their Textbooks. If an Academic acquires or teaches one of these pieces of knowledge then a referee or the Post Office need to be informed as soon as possible so their records can be updated.

Important Note: The Academic Archetype is the only way that knowledge, such as Schematics, Religious Rites, and Elixirs/Tinctures, can be passed from one player character (PC) or non-playable character (NPC) to another. These must be taught and learned through the Academic profession, either by being written into a Textbook or through direct teaching.

Academic sub-skills

Gains an additional $20 at the start of each event. Players can decide who is sponsoring them.

Lecturer

Can Teach 2 Characters at the same time. Must be the same piece of information.

Researcher

Can Write into their Textbook an additional time per day.

Intuition

Twice per day the Academic can think on a topic and gain an answer. Requires a referee and is dependent on the information at hand.

Apothecary

Apothecaries are skilled in the preparation of Elixirs and Tinctures for medicinal purposes, offering quick remedies for a wide range of ailments. Whether they are wise wanderers from the more uncivilized parts of Saxum, accredited members of the F.C.A.G (Fortune City Apothecary Guild), or even less reputable “remedy manufacturers” on the run, Apothecaries of all backgrounds can be found in the Caldera.

Profession:

  • Can know and learn Elixir and Tincture Recipes.
  • Start with 1 Elixir and 5 Tincture Recipes.
  • Can mix Apothecary Ingredients using Recipes to create Elixirs and Tinctures. See "Making Tinctures and Elixirs " for details.

Hobby:

  • Can know and learn Tincture Recipes.
  • Starts with 3 Tincture recipes.
  • Can mix Apothecary Ingredients using Recipes to create Tinctures. See "Apothecary’s Elixirs and Tinctures" for details.

Important Note: A maximum of 1 recipe can be learned, in-game, from any source (such as Analyze, Academics, etc.) per day. This does not limit learning out of game (i.e. through the Extra Recipes sub-skill).

Apothecary sub-skills

Extra Recipes

Knows 3 additional Recipes for Elixir's/Tincher's. Can be taken multiple times.

Evaluate

Lets the Apothecary know the effect of an Elixir/Tincher with 5 minutes of role play and a Laboratory.

Analyse

Lets the Apothecary destroy an Elixir/Tincher and learn its Recipe with 5 minutes of role play and a Laboratory. Once per day.

Duplicate

Lets the Apothecary duplicate an Apothecary Ingredient with 5 minutes of role play and a Laboratory. Once per day.


Important Note

  • A Laboratory is required for several parts of this skill. Every Apothecary can start the game with a Laboratory, which is not an item you need to buy in-game and does not have its own item card. A Laboratory should be physically represented by a set-up area to perform your work (e.g., a table with mixing tools and vessels).
  • It is also possible to acquire upgraded Laboratories in-game, which will have various effects. These upgraded Laboratories will have their own item cards and must be physically represented (attaching the item card to your existing Laboratory is perfectly fine).
  • Laboratories take 10 minutes to set up and pack away and must be carried by two people.


Crafter

Crafters are skilled in creating a wide variety of items, from simple tools to intricate machinery. The people of Saxum are flooding to the Caldera to build new lives, and it is the crafters' skills and knowledge that will make this possible. Gunsmiths, carpenters, blacksmiths, and many other trades are in high demand, offering crafters an opportunity to develop their craft and expand their knowledge.

Profession:

  • Can with and learn Major, Intermediate and Minor Schematics.
  • Starts knowing 1 Major, 2 Intermediate and 6 Minor Schematics.
  • Can use Crafting Components from Major, Intermediate, and Minor Schematics to make items. See "Crafting Items" for details.
  • Can repair an item broken via Mangle with 5 minutes of roleplay and a Workshop.


Hobby:

  • Can know and learn Intermediate and Minor Schematics.
  • Starts with 1 Intermediate and 3 Minor Schematics
  • Can use Crafting Components from Intermediate and Minor Schematics to make items. See "Crafting Items" for details.
  • Can repair an item broken via Mangle with 5 minutes of roleplay and a Workshop


Important Note: A maximum of 1 Schematic can be learnt in game from any source (Backwards engineering/Academics/etc…) per day. This does not limit learning out of game (i.e. Extra Schematic sub-skill).

Workshop:

  • A Workshop is required for several parts of this skill. Every Crafter can start the game with a Workshop, it is not an item you need to buy in game and will not have its own item card. A Workshop should be appropriately physically represented by at least an area set up to do your work, for example a workbench and crafting tool.
  • It is also possible to acquire upgraded Workshops in game which will have various effects. These will have their own item card and will also need to be physically represented (just attaching the item card to your existing Workshop is perfectly fine).
  • Workshops take 10 minutes to set up and pack away and can be carried (packed away) by 2 people.

Crafting sub-skills

Extra Schematics

Knows 3 additional Schematics for Major, Intermediate or Minor Items. Can be taken multiple times.

Inspect

Lets a Crafter know what a Crafted Item does, with 5 minutes of role play and a Workshop.

Backwards engineering

Lets a Crafter destroy an unused item and learn its schematic after 30 minutes of role play and a workshop. Once per day.

Scrap

Lets a Crafter destroy an item to receive half of its base components, rounding up, after 5 minutes of role play and a Workshop. Once per day. Can be used alongside backwards engineering.

Criminal

Criminals in Saxum come from all walks of life, whether they are fraudsters, gamblers, cattle rustlers, cutpurses, or outlaws, to name just a few. The settlements in the Caldera are ripe for exploitation and, for now, are free from much of the oppressive control of the federal government. Criminals in the Caldera are looking for opportunities to start fresh or expand their operations. Some bring with them a past they’re trying to leave behind, while others are fully committed to growing their own organisations or working for their bosses in the developing settlements.

Profession:

  • Starts with an additional $20 per event.
  • Once per day, visit the post office and launder money, up to three draws (See Launder money).
  • Starts with a Pick Pocket token and can Pick Pocket. See “Pick Pocket” details on how to use this.
  • Allows the picking of locks with thieves tools or the slipping of rope bonds.

Hobby:

  • Starts with an additional $10 per event.
  • Once per day, visit the post office and launder money, 1 draw (See Launder money).
  • Starts with a Pick pocket token and can Pick Pocket. See “Pick Pocket” details on how to use this.
  • Allows the picking of locks with thieves tools or the slipping of rope bonds.

Launder money:

  • The player can visit the post office and draw a random token from a bag. Each draw will result in either an "obtained illegally" token or a "complication" token. A Professional can draw up to three times, gambling their chances of success, while a Hobbyist can only draw once per day, reflecting their limited experience. Once the player decides to stop drawing, they cannot draw again until the following day.
  • Obtained Illegally: This token grants the player an in-character reward, usually in the form of money.
  • Complication: This token represents a setback, such as losing the money earned, drawing the attention of the Marshall, or other complications. If a Complication token is drawn, the player cannot continue drawing for that day.

Note: The specifics of the "obtained illegally" are up to the player’s imagination, whether it's laundering money through the saloon, the post office, or another method. This is purely for flavour and will have no direct in-game consequences. However, if the character starts bragging about their ill-gotten gains, NPCs or other players may react accordingly.


Criminal sub-skills

Criminal Body development

Character has 2 additional global hits.

Bookie

Once per day during a “Launder Money” action, allows you to redraw the outcome once.

Fence

Once per event allows a character to sell any item to the Post Office at “Post Office Selling price”. Items marked with ‘Too hot to Handle’ can not be fenced.

Charmer

3 times a day allows a Character to talk to another character at length and “Charm” them in conversation. The character must talk enthusiastically to their target, declaring “charm” to initiate the action, then for as long as the Character is talking the target remains “charmed” as per the “charm” rule.

Gunslinger

Some folk make their living with a pen, some with a pickaxe, others with cooking pans—but for a Gunslinger, firearms are the tools of the trade, and in the Caldera, business is booming. Bandits, lawmen, ranchers, mercenaries, and even retired soldiers are heading to the Caldera, drawn by the promise of a fresh start with a gun in hand. While it’s often said that firearms are the great equaliser, Gunslingers prove that some are more equal than others.


Profession:

  • Three times per day, the character can call Mangle with a firearm. (The cap must still go off.)
  • Can repair a Mangled firearm with 30 seconds of roleplay.
  • Starts with an additional 3 global hits.


Hobby:

  • Once per day, the character can call Mangle with a firearm. (The cap must still go off.)
  • Can repair a Mangled firearm with 1 minute of roleplay.
  • Starts with an additional 2 global hits.

Gunslinger sub-skills

Dead Eye

The character can call Mangle with a firearm one additional time per day.

Bar Brawler

Twice per day, the character can ignore a Knockdown effect by calling "No effect, Knockdown."

I didn’t hear no bell

The character can still use a firearm during the first half of their Death Count.

Shake it off

Twice per day, the character can ignore a gunshot or blow, including weapon calls, by calling "No effect."

Medical Practitioner

A Medical Practitioner is highly trained in the healing arts, performing life-saving surgeries and treating critical illnesses. The Caldera is a wild and perilous place, where anyone could be mere steps away from needing urgent medical attention. Whether an esteemed member of the S.F.M.A. (Saxum Federal Medical Association), a dedicated nurse tending to the needy, or a back-alley ‘doctor’ who once relied on Goldrock's body snatchers for anatomical research, Medical Practitioners of all kinds can be found in The Caldera. Hopefully, you’ll meet one of the good ones.


Profession:

  • Can heal a character by performing Surgery (see Healing) using a Medical Bag.
  • Can assist another Medical Practitioner in healing a character with Surgery, reducing the required time by 10 minutes (to a minimum of 10 minutes). Multiple Medical Practitioners can assist at the same time.
  • After 1 minute of appropriate roleplay inspecting another character, the Medical Practitioner can determine all of the following:
    • How many hits the character has remaining.
    • Any Traumatic Physical Wounds or diseases the character has.
    • If the character has any Rend or Mangle effects on them.


Hobby:

  • Can heal a character by performing Surgery (see Healing) using a Medical Bag.
  • Can assist another Medical Practitioner in healing with Surgery, reducing the required time by 5 minutes (to a minimum of 10 minutes). Multiple Medical Practitioners can assist at the same time.


Medical Practitioner sub-skills

Medicine

Lets a Medical Practitioner destroy any 3 Apothecary Ingredients to half the time required when healing another character. This can reduce the healing time to a minimum of 5 minutes. Can only be used on each character once per healing (so can be used with ‘Multitask’ but still requires 3 Apothecary Ingredients per character) .

Multitask

Allows a Medical Practitioner to heal or assist in the healing of two people at once when performing Surgery.

Staunch the wound

Lets a Medical Practitioner, AFTER 10 seconds of role play, pause a death count of a character - but not heal any damage. Wounds remain staunched for 10 minutes or until healing is started or more damage is taken where they will continue their death count from where it was paused wounds can be staunched multiple times, resetting the ten minute timer each time. Requires a medical bag.

Autopsy

After 5 minutes of roleplay examining a corpse, allows a character to determine the cause of death, approximate time of death, and any traumatic wounds present at the time of death. Requires a medical bag.


Medical Bag: A Medical Bag is required for several aspects of this skill. Every Medical Practitioner starts the game with a Medical Bag, which does not need to be purchased and will not have its own item card. The Medical Bag must be physically represented (e.g., a bag containing medical tools and supplies). It is possible to acquire an upgraded Medical Bag in-game, which will have various effects. These will have an item card and must also be physically represented (attaching the item card to your existing Medical Bag is perfectly fine).

Provisioner

Hardy individuals who live a rugged life, gathering and providing the resources that society relies on daily. It may seem mundane, but if you need a Tincture, the ingredients must come from somewhere. If you want to upgrade your tools, the raw materials must be sourced first. As more people venture into the Caldera, the demand for supplies grows. Many hunters, trappers, foragers, and prospectors have headed west, hoping to make their fortune.


Profession:

  • Can collect 8 Resource Ribbons per day from Resource Nodes.
  • Starts each game with 10 random resources, crafting components, or apothecary ingredients in any combination of the player's choice.
  • Can track any creature that leaves a trail. Requires a referee.



Hobby:

  • Can collect 4 Resource Ribbons per day from Resource Nodes.
  • Starts each game with 5 random resources, crafting components, or apothecary ingredients in any combination of the player's choice.
  • Can track any creature that leaves a trail. Requires a referee.


Resource Nodes: Resource Nodes will be scattered around the site and must be located in-game. The Resource Ribbons at these nodes will be restocked by referees during the game. Only Provisioners can collect Resource Ribbons from these nodes. Provisioners can exchange these ribbons at the Post Office for in-game resources.

Provisioner sub-skills

Provisioner Body development

Character has 2 additional global hits.

Gatherer

Can collect 4 additional Resource Ribbons per day.

Hunter

Provisioner can collect Resource Ribbons from beasts/monsters that have specific beasts/monsters Resource Ribbons on them. Also the Provisioner can use the crafted item ‘Hunters Traps’ at Resource Nodes to get trap specific Resource Ribbons.

Revenant

Once per event, Character can rise up after their death count on 1 hit, but is Fatigued. This will not work if you have been executed.

Religious Practitioner

People who specialise in the spiritual, channelling the power of the Divine to affect the world around them. The Caldera is vast, and many people are flocking to it—Religious Practitioners are no exception. Priests, Nuns, Shamans, and so-called Prophets all know that where people go, the aid of The Divine is needed. It is their duty (or perhaps their destiny) to act as spiritual guardians, lest the evil works of the Profane seep into their souls.


Profession:

  • Can know and learn Religious Rites of any level. See Religious Rites.
  • Can learn any number of Religious Rites.
  • Starts knowing all 4 Minor Consumable Rites (Create Holy Water, Create Holy Incense, Create Holy Soil, and Create Holy Candle).
  • Starts knowing 3 Major and 6 Minor Religious Rites.
  • Can diagnose and heal ‘Traumatic Spiritual Wounds’ with 5 minutes of role play, an Altar, and a Holy Symbol.


Hobby:

  • Can know and learn Religious Rites of any level. See Religious Rites.
  • Limited to knowing a maximum of 2 Major and 10 Minor Religious Rites in total (Minor Consumable Rites are not included in this limit).
  • Starts knowing all 4 Minor Consumable Rites (Create Holy Water, Create Holy Incense, Create Holy Soil, and Create Holy Candle).
  • Starts knowing 3 Minor Religious Rites.

Note: A maximum of 1 Rite can be learnt in-game from any source (Academics, etc.) per day. This does not limit learning out of game (i.e. Big Book of Worship, etc.).

Religious Rites: A Religious Practitioner can perform any Rite they know at any time, provided they meet the specific requirements of the Rite. The time required to perform a Rite depends on its level. See ‘Religious Rites’ for more details.

Religious Practitioner sub-skills

Big Book of Worship

Knows 1 additional Major Rite. Can be taken multiple times.

Small Book of Worship

Knows 2 additional Minor Rites. Can be taken multiple times.

Well Versed

Twice per day, the Religious Practitioner can halve the time required to complete a Rite they perform. All other requirements for the Rite must still be met (e.g. Holy Symbol, Altar, and consumables).

In our darkest hour…

Once per day, a Religious Practitioner may perform a Rite without using any consumables or their Altar, but they will be Fatigued for 30 minutes after completing the Rite. A Holy Symbol is still required.


Note: An Altar and/or Holy Symbol is required for several parts of this skill. Every Religious Practitioner can start the game with an Altar and Holy Symbol—these are not items that need to be bought in-game and will not have their own item cards. An Altar and Holy Symbol should be appropriately physically represented, such as a small table with candles, incense, and religious iconography fitting the setting. It is also possible to acquire an upgraded Altar or Holy Symbol in-game, which will have various effects. These will have their own item cards and must also be physically represented (simply attaching the item card to your existing Altar or Holy Symbol is sufficient).

  • An Altar takes 10 minutes to set up and pack away and must be carried (when packed away) by 2 people.
  • A Holy Symbol should be small enough to be held in a hand or worn around the neck.