Saturday, April 27, 2013

Profession: Guide


For every individual going from one familiar area to another, there is a level of mystery and confusion, whether the move be permanent, or more temporary, such as acting as a tourist.  As most already know, tourism brings with it profit for individuals known as tour guides.  The Guide is an ancient career choice and noble profession, one where an individual can show around strangers to areas they are comfortable with regularly visiting.  Sometimes guides work solely within a city and possibly only a specific building, sometimes they work solely in the wild, some do both, and some even act as guides to areas such as underground catacombs, tombs, ruins and the like.  This last type especially is of higher risk not only from the area being shown and its dangers, but potentially from their customers once they have found what they wanted if it is of importance.  Likewise, the reverse may be true, a guide turning out to be a lure for adventurers to be sacrificed, or even just simply stabbed in the back once the guardians of a reliquary are defeated.  Depending on the type of guide a character is, there may be regulations a character of this profession has to deal with.  There also exists the possibility for disease, magic, pollution or technology or other assorted dangers in the job.  Sometimes the job is easy enough for a non-trained individual, sometimes it needs a professional, and sometimes it needs more than one of them.

Profession:  Guide:  Prerequisites:  Must have the basic knowledge of their profession or higher. The profit depends on the levels of technology, magic, pollution, economic value and challenge of the task.  The more difficult the task, such as the inclusion of anything outside the normal type for the area, the more must be known to deal with the problem properly.  Varying levels of technology, magic and pollution affect how certain following recommended abilities, knowledge and skills apply:


Knowledge:  Basic Improvisation:  Knowing how to think on your feet, or what-have-you, in order to compensate for interruptions, delays, questions and complications while doing a task, such as showing individuals around.

Knowledge:  Intermediate Showmanship:  Knowing how to speak, pose, and otherwise act during a task so as to maximize the effect an individual is going for, in this case, appearing to be an expert of the things an individual is acting as a guide on.

Knowledge: Basic Local Hazards:  Knowing what areas to avoid leading your customers to unless it is intentional.

Knowledge: Basic Local Laws: Knowing the local laws enough to avoid being arrested out of ignorance for them, but not well enough to utilize loopholes if a mistake or intentional violation occurs.

Knowledge:  Basic Local Lore:  Knowing old stories and rumors of the area in order to point them out to customers.

Knowledge: Basic Local Populous:  Knowing some of the more well-known individuals in an area worth introducing to customers or at least pointing them out.

Knowledge: Basic Local Zoology:  Knowing the basic types of animals commonly found in the area, even if not necessarily how to deal with them.

Further basic knowledge would be additional classes of potential dangers, animals, local legends and lore, the people of the area if there are any, further local laws and more, though those cover most types.

Ability: Conceal (1FP Each):  While stationary, hide from normal vision for five minutes by minor wild magic use. No prerequisite abilities. No required equipment for Rogues or Sorcerers.  Others need either appropriate camouflage materials or components for this spell local to the area.  Very useful for this profession so that animals and individuals using normal sight don't see the character, but be wary of scent and other means of detection.

Ability: Follow Faint Tracks (1 FP Each):  Allows a player to follow faint tracks once part of said tracks are discovered via search. Will allow up to one-hundred feet of tracking per use. No prerequisite abilities or equipment.  This is very useful when trying to find individuals who have strayed off the path you were leading them on, or when trying to locate an animal or individual they are looking for.

Ability: Haggle (1 FP Each): A check to see if you can get a trader, merchant, shopkeeper or other individual to lower their price of sale or trade for you in that instance, or to pay you more for your items of sale or trade. Doing this poorly will result in either the price rising higher, or being unable to buy or sell anything until they calm down again. Having charm, pheromones, magic, psionic abilities and other things may affect your Haggle Check's success. No prerequisite abilities or equipment.  Haggle is very useful in convincing your employers to pay more than they first wish, and also trying to reduce potential costs in materials needed for both their safety and yours.

Ability: Search (1 FP Each):  Concentrating specifically on finding something rather than simple observation, Search is typically used for trying to locate something concealed with ordinary means.  The skill check to finding something is the ranking in this skill plus the character's Wisdom.  No prerequisite abilities or equipment.  This ability is often used by Pest Control professionals to spot hidden nests and the like if there are no tracks visible.

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