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![[Hammerlord]]
![[Hammerlord]]
|The hammer lord serves as the head of office of the local regiment of the breakers. The breakers are contracted to protect the safe zone, working inbetween the position of mercenaries and an order of knights. Your main objective is to maintain the law and safety of the safe zone, intervening when the agreement is breached and handling disputes between factions, freeblades, and outsiders.Secondarily, you lead your men into delving into the dungeons below, slaying monsters and collecting supplies for both yourselves and your fellow factions.
|The hammerlord serves as the head of office of the local regiment of the breakers. The breakers are contracted to protect the safe zone, working between the position of mercenaries and an order of knights. Your main objective is to maintain the law and safety of the safe zone, intervening when the agreement is breached and handling disputes between factions, freeblades, and outsiders. Secondarily, you lead your men into delving into the dungeons below, slaying monsters and collecting supplies for both yourselves and your fellow factions.
!Colossal
!Colossal
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|-
![[Master of the Forge]]
![[Master of the Forge]]
|The master of the forge is the right hand of the hammer lord and the defacto controller of the armory. The master of the forge has the primary role of improving, modifying, and otherwise making weapons and armor better. Your job will often call you to use your forge to enchant or improve the armor and melee weapons of your breakers or create modifications for tools. Since your duties often keep you within the breaker's bunker, you will also be expected to process and manage prisoners, ranging from collecting fines to moving prisoners in and out. When the breakers do not need you, you can offer your services to the other factions for money and materials for your forge. You answer to the hammer lord, but if he leaves the bunker, you'll be expected to manage everything in his stead.
|The master of the forge is the right hand of the hammerlord and the defacto controller of the armory. The master of the forge has the primary role of improving, modifying, and otherwise making weapons and armor better. Your job will often call you to use your forge to enchant or improve the armor and melee weapons of your breakers or create modifications for tools. Since your duties often keep you within the breaker's bunker, you will also be expected to process and manage prisoners, ranging from collecting fines to moving prisoners in and out. When the breakers do not need you, you can offer your services to the other factions for money and materials for your forge. You answer to the hammerlord, but if he leaves the bunker, you'll be expected to manage everything in his stead.
!Soul-Crushing
!Soul-Crushing
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![[Sledge]]
![[Sledge]]
|The sledges serves as the closest thing to law and order that the safe zone has, positioned somewhere between a guard and knight-errant. Your primary job is to act as an enforcer for each faction, ensuring crime is kept to a minimum and intervening when someone violates the agreement. Your secondary job is a walking tank of steel and armor, able to move swiftly into hundreds of pounds of armor that lets you absorb blows that would kill lesser men. When not actively aiding dungeon divers, you act as a guard, carrying a big stick and letting the thunder of your boots and hammer swings speak for you.
|The sledges serves as the closest thing to law and order that the safe zone has, positioned somewhere between a guard and knight-errant. Your primary job is to act as an enforcer for each faction, ensuring crime is kept to a minimum and intervening when someone violates the agreement. Your secondary job is being a walking tank of steel and armor, able to move swiftly into hundreds of pounds of armor that lets you absorb blows that would kill lesser men. When not actively aiding dungeon divers, you act as a guard, carrying a big stick and letting the thunder of your boots and swings from your hammer speak for you.
!Medium
!Medium
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|-
![[Ashman]]
![[Ashman]]
|The ash men form the base of the breaker's marksmen, they make up the wall of guns between the safe zone and external hazards. While much of the safe zone is enclosed hall ways, your rifle is the backbone of the breaker's defensive lines, with every hall being a potential kill zone. Tactics and teamwork are vital, you carry incredibly powerful guns and need to pick your shots carefully, from sniping down long halls to point blank shotgun surgery. When no active threats are going on, your most common job is aiding your fellow breakers and dungeon divers with your powerful firearms. Though you are easily the most powerfully equipped in the breakers, remember that ammunition is expensive and extremely rare to find. Make every bullet count."
|The ash men form the base of the breaker's marksmen, they make up the wall of guns between the safe zone and external hazards. While much of the safe zone is enclosed hallways, your rifle is the backbone of the breaker's defensive lines, with every hall being a potential kill zone. Tactics and teamwork are vital, you carry incredibly powerful guns and need to pick your shots carefully, from sniping down long halls to point blank shotgun surgery. When no active threats are going on, your most common job is aiding your fellow breakers and dungeon divers with your powerful firearms. Though you are easily the most powerfully equipped in the breakers, remember that ammunition is expensive and extremely rare to find. Make every bullet count.
!Hard
!Hard
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![[Fireband]]
![[Fireband]]
|The firebrands represent the moving of the times, being men of the frontier and scouts who use only the most advanced form of six-shooters. Like the ashmen, firebrands are equipped with two firearms, a custom designed revolver and a magical pistol that fires exceptionally deadly gouts of flame. Unlike the ashmen and to a lesser extent the sledges, ashmen favor mobility over entrenched positions and heavy armor, giving them a knack for leaping and dodge rolling. While a crack shot with your pistols, the main purpose of the firebrands is to act as scouts and recon to check dangerous locations, often working with small teams or alone. In times of peace, you are a guard like any other breaker, enforcing the agreement and maintaining the safe zones peace.
|The firebrands represent the moving of the times, being men of the frontier and scouts who use only the most advanced form of six-shooters. Like the ashmen, firebrands are equipped with two firearms, a custom designed revolver and a magical pistol that fires exceptionally deadly gouts of flame. Unlike the ashmen and to a lesser extent the sledges, firebrands favor mobility over entrenched positions and heavy armor, giving them a knack for leaping and dodge rolling. While a crack shot with your pistols, the main purpose of the firebrands is to act as scouts and performing reconnaissance in dangerous locations, often working with small teams or alone. In times of peace, you are a guard like any other breaker, enforcing the agreement and maintaining the safe zones peace.
!Medium
!Medium
|}
|}

Revision as of 13:57, 2 August 2023

Your Job is what you are assigned to do. It defines what equipment you start with, your ID card access, and what you're actually supposed to be doing.

Some useful links:

You should also read up about Laws, so you know your rights, and Standard Operating Procedure so you know what you should usually do.

Due to the safe zone's open recruitment principle, you might encounter some interesting new Races working alongside you.

Breakers

Job Role Difficulty
Hammerlord The hammerlord serves as the head of office of the local regiment of the breakers. The breakers are contracted to protect the safe zone, working between the position of mercenaries and an order of knights. Your main objective is to maintain the law and safety of the safe zone, intervening when the agreement is breached and handling disputes between factions, freeblades, and outsiders. Secondarily, you lead your men into delving into the dungeons below, slaying monsters and collecting supplies for both yourselves and your fellow factions. Colossal
Master of the Forge The master of the forge is the right hand of the hammerlord and the defacto controller of the armory. The master of the forge has the primary role of improving, modifying, and otherwise making weapons and armor better. Your job will often call you to use your forge to enchant or improve the armor and melee weapons of your breakers or create modifications for tools. Since your duties often keep you within the breaker's bunker, you will also be expected to process and manage prisoners, ranging from collecting fines to moving prisoners in and out. When the breakers do not need you, you can offer your services to the other factions for money and materials for your forge. You answer to the hammerlord, but if he leaves the bunker, you'll be expected to manage everything in his stead. Soul-Crushing
Sledge The sledges serves as the closest thing to law and order that the safe zone has, positioned somewhere between a guard and knight-errant. Your primary job is to act as an enforcer for each faction, ensuring crime is kept to a minimum and intervening when someone violates the agreement. Your secondary job is being a walking tank of steel and armor, able to move swiftly into hundreds of pounds of armor that lets you absorb blows that would kill lesser men. When not actively aiding dungeon divers, you act as a guard, carrying a big stick and letting the thunder of your boots and swings from your hammer speak for you. Medium
Ashman The ash men form the base of the breaker's marksmen, they make up the wall of guns between the safe zone and external hazards. While much of the safe zone is enclosed hallways, your rifle is the backbone of the breaker's defensive lines, with every hall being a potential kill zone. Tactics and teamwork are vital, you carry incredibly powerful guns and need to pick your shots carefully, from sniping down long halls to point blank shotgun surgery. When no active threats are going on, your most common job is aiding your fellow breakers and dungeon divers with your powerful firearms. Though you are easily the most powerfully equipped in the breakers, remember that ammunition is expensive and extremely rare to find. Make every bullet count. Hard
Fireband The firebrands represent the moving of the times, being men of the frontier and scouts who use only the most advanced form of six-shooters. Like the ashmen, firebrands are equipped with two firearms, a custom designed revolver and a magical pistol that fires exceptionally deadly gouts of flame. Unlike the ashmen and to a lesser extent the sledges, firebrands favor mobility over entrenched positions and heavy armor, giving them a knack for leaping and dodge rolling. While a crack shot with your pistols, the main purpose of the firebrands is to act as scouts and performing reconnaissance in dangerous locations, often working with small teams or alone. In times of peace, you are a guard like any other breaker, enforcing the agreement and maintaining the safe zones peace. Medium

Ashwood Syndicate

Job Role Difficulty
Merchant The merchant is responsible for the current operations of the Ashwood, maintaining a thriving economy through their various shops. Your main objective, bluntly, is to make as much money as you can. Purchase and acquire goods, and sell them on for a profit. Your fixers will handle most of the grunt work and your hospitality employees will provide drinks and food. They are capable - utilize them well. The clockwork vendors found through out the safe zone are operated by your company, earning you profits, be sure to keep an eye on them. There is a market for contraband and more unscrupulous services. Venturing into this area may prove profitable, but comes with risk. Lastly, you should always be considering what your fellow syndicate members needs for their jobs, such as supplying the kitchen with greens or fixers with materials. Complicated
Penumbra The penumbra is an enforcer for the Ashwood Syndicate, relying on their innate skills and knowledge to keep the syndicate in working order. While you technically answer only to Boss Yaga, you are expected to follow the direct orders of the merchant during day to day operations. The skills of a penumbra make them an excellent at picking locks and killing specific targets, but that is considered secondary to your main job. When not helping the merchant the penumbra is expected to aid the breakers and the general populace as an investigator, using their shadowy talents to keep and observant eye on things. Aid you is your team of agents who answer to you and only you, you must guide them in assisting others be it as detectives or dungeoneers. Though you are largely independent, your primary goal should be to always aid the members of the Syndicate, be they your agents or otherwise. Complex
Fixer When it comes to making money the heart and soul of the syndicate's wealth comes from its fixers, providing services to any and all. Your primary job is multipurpose, fixers can tend to the bar and kitchen, manage the supply depot, and provide a variety of crafting services. At the bar, you serve drinks and talk with patrons, offering specific drinks and foods while talking about the day to day. In the kitchen you cook exotic and specific meals for patrons, using your supply of secret spices to do it better than anyone else. From the supply depot your the main supplier of expensive guns, ammunitions, and otherwise supplies, working as the middleman between customers and the Ashwood's storage depot. Finally, as a fixer you know a variety of different crafts, letting you expertly modify, fix, restore, and create all manner of tools, weapons, and even firearms to both trade and sell. Busy
Agent Agents are a group of clandestine employees hired by the Ashwood Syndicate to act as investigators, dungeon explorers, and at rare times assassins. Your primary job as an agent is to keep crime to a minimum in the safe zone, investigating crimes and working with the breakers to imprison those who violate the agreement. When not working as a gumshoe, you have a wide variety of talents useful to dungeoneers, such as being able to unlock chests and doors. To further aid you in supporting others, you are well equipped to perform lethal backstabs with your daggers, executing enemies with ease provided you can get behind them. You also have access to a special laboratory, giving you a wide selection of methods to investigate potential crimes. Unlike other members of the Ashwood, you answer only to the penumbra, who answers directly to Boss Yaga. Medium
Beast Master Beast matters derive their name from the animals they manage, be it chickens and cows for the kitchen or more volatile beasts meant to aid in keeping the safe zone secure. The beast masters primary duty is tending to their many animals, breeding fighting beasts for any willing to buy one and farming those meant for food. Your second duty is using left over animal parts to make higher quality equipment out of lower quality materials, ranging from leather armor to bone forged weapons. You know a fair bit about farming to aid in tending to your animals, so you will often be supplying the kitchen with meats and greens. Finally you are an expert in the bodies and anatomy of monsters and creatures, letting you find additional useful, rare, and potentially valuable parts when butchering them. All in all, you are the wild man of the safe zone, trying to make use of the nature and ecology in the closed ecosystem of Hammerfall. Easy


Ascendant

Job Role Difficulty
Exalted The exalted is the chief magi of the ascendant, directing all the lantern bearers, psions, and brass hearts within the safe zone. The exalteds main purpose is directing the rune masters and rosaria to supply other residents with magical items and magical healing. The exalted also has access to the ascendants vast resources of wealth, giving them the ability to broker deals to keep their magi supplied. Your work is often misunderstood, as you and your speaker are the only ones able to use the weaving chambers, which provide numerous enchantments to the body directly. Of course, you are a powerful magi in your own right, and should support your fellows in any way they need, be it buying supplies or direct magical aid. The speaker is also your direct assistant and, more than likely, closest associate. You are expected not only to work closely with them, but get along. Very Hard
Speaker The speaker is the exalted's right hand man and functions as an advisor and assistent. Your main purpose is to accompany the exalted and provide whatever aid they need, be it working at the weaving stations or direct protetion. While the exalted functions more as a face and benefactor, you are more directly concerned with the day to day operations of the ascendant. When not working directly with the exalted, you should be assisting anyone who can make use of your skills. Just like the exalted, you have access to the weaving machines, allowing you to research and create various enchantments. Hard
Rune Master The rune master is a magical researcher and creator, capable of creating and using runes to forge magical items. While rune masters are most known for creating magical items and weapons, you also maintain the safe zones power grid and structural integrity. Like a primitive engineer and archtitect, rune masters repair and fix parts of the safe zone to prevent them from fully breaking down. When not doing repairs, rune masters run the arcane lab where they produce all manners of interesting and useful magical items. Lastly, you have access to the golem manufactorum, where various golems and golem accessories are produced, ranging from magical armors to autonomous servants. Medium
Rosaria The rosaria is a professional medic and surgeon dedicated to healing the sick and injured, at all costs. A broad range of medical procedures fall under your purview - diagnostics, general treatment, surgery, and magical healing. What cannot be fixed using spells can be done with alchemy or surgery, giving you a wide variety of treatment options. In addition to healer, you are also an alchemist, with a fully stocked and capable alchemy lab that allows you to refine natural chemicals into powerful medicines. While secondary to your main goal, the rosaria also has access to industrial farming equipment so you may harvest raw healing chemicals to further refine. Hard
Seeker The seeker is the rank and file of the ascendants magical fighters, those capable of supprt through rune lanterns or fighting with psionics. While you are by no means a heavy hitter or front liner like someone from the ashwood or breakers, as a seeker you provide magical aid through various methods. This includes summoning daemons, creating undead minions, giving party wide enchantments, or providing range support via spells and psionics abilities. Additionally, you are one of the few people capable of disarming magical traps, making you a valued asset for dungeon divers. Lastly, you also make up the main security force for the ascendant, using your spells to defend and protect everyone within. Easy

Freeblades

Job Role Difficulty
Resident The ideal newcomer role. You have no official position within Hammerfall or are simply off duty. You will not be paid a wage.

Where did you come from? Why are you here? These things are up to you.

Perhaps you're a new arrival, who had no other options but to come here willingly. What are you seeking, or what are you running from?
Perhaps you're with one of the main factions, having followed your leader during their banishment?
Perhaps you're a former prisoner, ready to join these upstart gangs that made the safe zone. What was your crime?
Perhaps you're an enemy of the empire, condemned here for your crimes against the nation?
Perhaps you're a known resident, just taking time off to enjoy yourself?

\ Your story is yours to write. What matters is that you're here now - find some purpose.
To form connections, strive to help out anyone you can. Or at least, anyone who offers you a paying job.
Find a way to make money, stay out of trouble, and survive.

Easiest
Prospector The prospector is a professional resource procurer, acquiring valuable minerals for anyone willing to pay. Your primary responsibility is to descend into the deep tunnels and dig up as much ore as you can. Accessed by portal, the magical teleporter can take you deep underground to mine and scavenge whatever you can. Whatever you dig up is yours to do with as you please, from selling, hoarding, or bartering it at your discretion. Pack well and consider teaming up with other prospectors or hiring a few toughs to defend you while you work, prospectors disappear all the time. Medium
Gardener The gardener toils in their personal gardens - utilizing seeds, tools, and fertilizers to grow bountiful crops. More talented gardeners may dip into ranching. Your paddocks contain a few chickens and a cow. More exotic animals can be acquired from the beast master or ascendants. You are the go-to expert for flora destruction - use shovels and hatchets. Remember that your goods come at a price, and more exotic crops can command a higher price. Easy
Jester The jester serves as a versatile performance artist here to entertain residents. You may find your fellows distracted by boring duties or senseless bickering, so work hard to bring them some real culture. As a freeblade, you make next to nothing on your paycheck, consider selling your various items and bits of art for money. Unlike others who are inspired, you instead use your inspiration at your work bench to create wondrous works of art that have a variety of uses. Random
Custodian The lowly custodian, well paid but rarely respected, nevertheless provides a valuable service. You will trundle around the safe zone, armed with your trusty janicart full of cleaning supplies, disposing of trash and pests. Some minor maintenance also falls within your duties. Fix broken braziers, correct broken vendors, replace floor tiles - ease the rune master's burden. You are as well paid as most faction leaders, each one giving a portion of your income so you can keep the safe zone spotless. Easy