Lost Demiurge

Behind the Scenes Interlude II

Let's talk about classes and jobs.
Recently, a fan asked me for a list of jobs. While I can't give a complete one, I can certainly give a list of the most basic jobs, explain what each one does, and why classes are a thing.
There are three types of known jobs; Racial, Adventuring, and Crafting. Racial jobs are the hardest to get... you have to be born into that species, or be permanently transformed into a species of that type to gain a racial job. Or you have to have something weird going on with you, like being made as a sentient golem who looks like a bear. In which case you get both the golem job and the job of the race you look like. Ain't you lucky! Well no, not really, but to see proof of that read the rest of this story.
Racial jobs also determine how many adventuring jobs you can have. A human has a cap of seven adventuring jobs. Dragons, depending on their type, have a cap of one or two.  Toy Golems, those poor bastards, are an unknown quanitity as yet.
Crafting jobs are passed down from people who know the job, or can be learned by working on basic level projects in that field of expertise. Sew something together, you can be a tailor. Hammer a piece of metal in a forge, you can be a smith. Like adventuring jobs, your race caps your crafting jobs. Humans can have 3, dwarves can have 4, etc, and so on.
Adventuring jobs are where the meat of things are, and where things get a little complicated.
So, classes are broad categories. They describe, in the broadest possible terms, what the jobs that fall under them DO. There are a grand total of seven classes, and each one has four Tier 1 jobs.
Tiers, I should probably explain tiers. I'll get to that later. For now understand that the jobs listed below are Tier 1 jobs.
The classes, and their four associated jobs, are as follows;
Creators cover most of the "pet" jobs. They are generally mage types that use magical minions to adventure. Each of them has a hefty dose of utility spells and effects, but at the cost of being fairly squishy.
1. Animators are the first Creator job. They animate objects, whether prepared or on the fly. Such objects are called animi, and, well, they're pretty simple.
2. Conjurors are the second Creator job. They summon outsiders to do their bidding, and create objects from nothing. Anvils are a pretty fun mid-level conjure, usually summoned a few hundred feet up.
3. Elementalists can summon elementals of their favored element, and manipulate and create their element. Elementals are pretty powerful, but hard to control.
4. Necromancers turn corpses and souls into undead, and get some stuff for mucking around with the dead. They're not illegal, but usually shunned by polite society.
Divas are all about getting and using people's attention. Think of them as social-focused types with a weird trick or three, and you're generally right.
1. Bards use music to do all sorts of things, and are jacks-of-all trades. They can literally learn skills from other jobs. Just a few, but it can come in handy.
2. Models are all about looking awesome, and building their body to the way they want it to be.
3. Rulers like being in charge, because they can hand out awesome buffs for their subjects, and decrees, which get them to do things for the ruler.
4. Sensates... hm, cross an artist with an illusionist and you're not wrong. They're about creating art, and messing with the senses.
Priests are holy folk, who are empowered by the gods and other forces for the benefit of themselves and/or their communities.
1. Clerics are messengers of a specific god, and get a good amount of healing and blessings to help convert people to the faith.
2. Cultists worship or command dark powers, gaining the ability to decieve others, curse people, and cut bargains with foul creatures.
3. Oracles are recipients of wild divine power, holy men and women who bear primal magic and future sight.
4. Shamans are the appointed guardians of nature, using their affinity for plants, beasts, and wild forces to keep things in balance.
Rogues are all about dealing with other sentient people in an underhanded manner, whether it's with knives, theft, or lies.
1. Assassins are all about killing people sneakily.
2. Bandits are about robbing people un-sneakily, although ambushes are sometimes fun.
3. Burglars sneak into places and steal stuff.
4. Grifters are great at lying and trickery.
Sages know stuff! They're all about knowledge, focused or more diffused as the case may be.
1. Alchemists specialize in potions, elixirs, bombs, and things brewed beforehand.
2. Enchanters craft magical items, adjust existing ones, and can add magical buffs to ordinary stuff.
3. Tamers gotta catch 'em all! They deal with befriending monsters and using them to fight.
4. Wizards are generalist mages obsessed with the raw force of magic itself. And blowing things up.
Wanderers go to different places and do stuff. They don't HAVE to wander, but they're at their best potential when moving around.
1. Explorers find new places, make maps, and survive hostile climes.
2. Mercenaries go to interesting places, meet new people, and fight them for money.
3. Merchants trade and make money as they go, and make the best craftsmen.
4. Scouts travel the wilderness unseen, and spy upon others.
Warriors are about fighting. Full stop.
1. Archers fight from a distance, using bows, crossbows, or other stringed tension weapons. Yes, ballista count as well.
2. Berserkers fight with rage, pushing themselves beyond their limits until the fight's done.
3. Duelists fight with style, specializing with their chosen weapon and using attitude and tricks to defend themselves and taunt their foes.
4. Knights are about bravery, heavy armor, and horses. In that order.
Those are all the Tier One jobs. They're called Tier One jobs, because they're relatively easy to get into, and simple. To unlock them, you only have to perform a simple action... for archers, you have to get to twentieth level bow skill. For Animators, you have to interact with animated objects for a few years. For alchemists, you have to mix chemicals together and observe the results until you manage to work out a stable formula. And so on, and so forth. There are multiple unlocks for each job, too... necromancers can get the job by defiling the dead, having repeated peaceful contact with sentient undead, or sacrificing people to the God of Death. And there may be more ways to unlock classes that haven't been discovered yet!
Tier two jobs are where things start to get more specialized. And tricky.
To get a Tier Two job, you have to combine one or more Tier One jobs. Sometimes you have to mix in a crafting job, too. When you do that, you get a specialized job that pulls from the basic themes of its Tier One Jobs.
Golemists, for example, are a Tier 2 job that mixes Animators and Enchanters. They craft specialized magical dolls and statues out of various materials, then bring them to life permanently.
Lycanthropes are Tier Two jobs that draw on the best parts of Shamans and Tamers. They shapechange into their favored beast, and run with packs of those beasts.
Gunslingers are a simple mix of Archer and Duelist, with Tinker on the side so that they can actually make guns.
And so on, and so forth, with so many possible combinations that nobody's sure that there's a fixed amount. In any case, merely having the two classes isn't enough, it also takes either a teacher with the Tier Two class explaining what to do, or some research and experimentation to find the required unlock.
With this system, it's possible to make just about any class out there, from combinations of the base 28 and maybe a craft skill. And even combinations of the same Tier One jobs will unlock different Tier 2 job, depending on the unlock and the intent. Slap a Cultist with an Oracle and go live in the woods and cook children, and you can unlock a witch. Mix Cultist and Oracle another way and go rave on street corners, and you end up with a Doomsayer, who rouses mobs to madness and murder...
It's worth noting that the Tier 2 jobs aren't necessarily more powerful than the Tier 1 jobs, but they are more complex, generally, and more specialized.
Also note that learning a Tier 2 job doesn't negate or replace a Tier 1 job. If you become a Golemist, your Animator skills are still there, still useful for things the Golemist skills don't cover.
This also means that most adventurers don't have a lot of Tier Two jobs. And that the ones who do plan very, very carefully for it. Which is generally a good idea, otherwise you live your life foolishly, wandering around, grabbing random careers from the unlocks you stumble upon naturally.
I mean, who the hell DOES that? The sages all agree, that is the opposite of the path to power, and anyone who squanders their potential on such a reckless life will never amount to anything.

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Lost Demiurge


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Belgarion @Belgarion ago

First, Thanks for the chapter

spine @spine ago

so wait, what type of limits are there to having jobs? is it a hard cap where you can only have x amount of jobs, or is it a soft cap, something along the lines of each additional job makes it harder to advance?

    Lost Demiurge

    Lost Demiurge @Lost Demiurge ago

    Ah, thanks, I'll add the explanation for that in. There is a cap.

      spine @spine ago

      if you have multiple racial jobs do they stack? like if you were both a bear and a toy golem would you get the limits of the bear job + the toy golem job? or is it figured differently?

      Lost Demiurge

      Lost Demiurge @Lost Demiurge ago

      Racial jobs get funky. When you're talking about animals, they can usually only have one job, which is their species. When they rank up, their new job overrwrites their old species. Thus Rat Kings no longer have the rat job, grizzly bears no longer have the bear job... Normally animals can't get adventuring jobs. Their skill levels roll over into the new jobs though, and their stats never decrease from a rank up, so it's not a harmful process.

      When you're talking about toy golems, their job caps aren't affected by their form, but by something else which frankly, I'm not gonna reveal right now. So if you made a toy golem shaped like a human, it wouldn't affect his adventuring jobs.

      It would, however, give the toy golem in question access to the human job, attribute level ups, and racial skills.

Vintyr @Vintyr ago

" Ain't you lucky! Well no, not really, but to see proof of that read the rest of this story." Please dont do something that will play with our little Threadbare's mind, like him develop a splitt personality disorder for each racial or something, for the love of all cute bears of there, dont destory his cute litte mind and introduce some great drama about this. Make it something that will have impact on his future growth, but not to much negative! We love seeing him grow like this and its kinda fun seeing his dobble racial classes work together. If you have to do samthing radical, why not combine his two racial classes like all other tier-1 people do? You could create something like golem bear, Cloth-bear, toy-bear, you got the gist of it: something uniq to him and your amazing story.

    Lost Demiurge

    Lost Demiurge @Lost Demiurge ago

    Relax, he's unlucky in general, and has the misfortune to live in interesting times. That's all I meant by it. No need to worry about his fuzzy mind unraveling due to job stress. He has other stresses to worry about.

    Well, unless someone drives him crazy, but I don't see that happening anytime soon.

      Vintyr @Vintyr ago

      "unlucky"? Are we talking about the same golem bear toy? Yes he is surronded by accidents and minor incidents, but after every bad turn he gets a equaly large windfall: gets traped in a celler full of murder rats? Fights his way out and gets a rare class, falls down into the dark vally in a dungeon? Hugs his way out and befriends a old cat and gets a badass cape to show for it. This guy woudn't know bad luck if it hit him in the head or tore his arm off. I will not count that screaming eagle incident, it was a planned attack from the heavens,; not bad luck about that.

    Granitefish @Granitefish ago

    A simple way being a Toy Golem with the Bear class would be unlucky is that as a Toy Golem he can't turn into a Grizzly Bear or a Black Bear so he'll be stuck with the Bear Class forever.

Root @Root ago

The foreshadowing is so heavy in this xD

Tygrnr1 @Tygrnr1 ago

so if a person has artificer and enchanter and unlocks golemist they will, at that point, have three different jobs at contribute towards their max? or will it be down to just golemist, however retaining the artificer and enchanter skills?

ClickPause @ClickPause ago

That line at the end. Hi Thready ol' chap.

Growl @Growl ago

Hmm. While a limiting cap for threadbear would be a good way to work around psychological development and how one copes with that, it isn't the style of the story. So it might be better to let him learn whatever.

That said, isn't it odd that in your world you can actually have more adventuring jobs than actual working jobs? I mean, sure, it's an adventuring world but to keep an economy working, unless you work with a true fuedal system and have guilds that have people from a young age to their death be that profession it doesn't seem very plausible to just have four. I mean, it's truly quite limiting. Whereas, in fighting, the actual need for a deversified group dwindles when 7 possible jobs. And that's something you need for an interesting story. I'm not questioning your judgement here. I'm just seeking a clarification of why you chose to have more adventuring jobs than actual professions.

    Lost Demiurge

    Lost Demiurge @Lost Demiurge ago

    Economy? Hee. Heheheheheh... ah. Oh my.

    Later chapters will get into economics. Let's just say that things have gotten weird.

    And while seven does seem like a lot of adventuring jobs, well... diversifying too far can have its problems. Sure, you might be able to do seven different things, but that'll run through your pools (Stamina, Sanity, Moxie, HP, Fortune) far quicker than if you focused on doing one thing well. And there's only so much time in combat, once things get rolling.

    That's not even getting into the difficulties of gaining experience at higher levels, once you start splitting it between multiple jobs. Humans get a skill to deal with the penalties, but still, experience spreads out if you give it too many avenues to go down.

    Then there's the issue of GEAR. Most gear you can equip improves one, two complimentary jobs at most. Sure, you can diversify and have pieces that spread out over all the attributes, but there's only so many equipment slots. So you COULD become better overall, but at the cost of sacrificing focus. Which, in a party, makes you less efficient to the overall group. Go look at World of Warcraft to see how important gear can be on the high end of things.

    Most sane adventurers make do with three adventuring jobs. A primary focus, a secondary supporting job, and if they can unlock it and want it, a Tier 2 job that helps them specialize further. Anything else is a bonus, or gives a bit of wiggle room if they pick something then change their mind later. And maybe keep a slot open if something new and bizarre and awesome comes along.

Jeff091 @Jeff091 ago




Edit: OK, that didn't hold very long

Vadelent @Vadelent ago

Well obviously the sages forgot a very important lesson. That smartest person alive knows they still have much to learn.

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