The Irons did not have a solid root as a people before the world fell apart; instead, they are a shining example of how the human condition continues to evolve in these modern, radioactive times. The Irons rapidly evolved a red bioluminescence that radiates from deep within their flesh, which aids them in the dark mines and long hours that they work. This red glow, which is strongest around the neck, legs, and hands, is a mark of pride for Iron Slaves, as it shows how they have become stronger despite the cruelty of others.
Constant underdogs but with power in numbers, the Iron Born of the Redeemed South have aligned themselves to become nigh irreplaceable to the local smelting enterprises, gunsmiths, and farms. They have worked hard to provide a safe and free home for their children, many now adults with no direct exposure to the hideous practice or the battles and conflict that brought them ownership of their own lives.
Hardened by the fires they tended, strengthened by the labor they performed, and driven by the inhumanities they have suffered, the Irons are monuments of strength. Irons are adaptable, determined people in the 40 Watt area that push the community’s and their own needs at every opportunity.
Every Iron also has a unique quirk that becomes noticeable in the early afternoon through until late morning- they emit a red glow. Players are required to have red illumination at least as bright as a large glow stick at each wrist, each ankle, and the neck. This glow must penetrate cloth, and be visible at a distance.
|Able Helper||Naturally skilled at crafting, Irons can reduce the time it takes others to build and brew certain types of items|
|Strong Back||Irons are stronger than the other strains, thats a fact. Without any effort, they can carry many heavy objects or another person while running|
|Bioluminescent||Irons will always glow at night, making it impossible for them to be as stealthy as some of the other strains|
In Dystopia Rising, you start with one Profession. This Profession should define how you portray your character and will give you access to more skills for you to purchase with your experience points. We've broken the nearly forty professions down into six categories. This process is built to make character creation more streamlined to those new to the system, but at any point you absolutely can create your own character from scratch directly from the rulebook.
Before we get into the different archetypes, we want to highlight that every single character can fight and defend themselves, use cool items, and participate in the economy and socialization that takes place in the world. Picking a specific archetype is more about what your characters focus will be and less about what your character will avoid.
To build weapons, armor, food, drinks, and any of the over one thousand items in the game, you need raw materials. Materials can be found through scrounging, farmed in a garden, fished from the lake, hunted in the woods, broken down from enemy weapons, or traded/purchased from others on your way into town.
|Farmer||Gather herbs during the event get produce at check in|
|Fishmonger||Get all sorts of Fish during the event|
|Hunter||Hunt for all manner of Produce during the event|
|Jones||Explore the ruins of the old world at check in|
|Scavenger||Scrounge herbs, scrap, and other things during the event|
The skill needed to turn raw materials into finished goods is nothing to scoff at. Many professions allow individuals to dabble here and there with the basic creation of brews or patching up broken weapons and armor. Below you'll find the professions that exemplify mastery of each craft. Each path is easy to start but will take time to master.
|Cook||Utilize herbs and produce on an Engineered Kitchen to make food that gives in game benefits|
|Engineer||Utilize an Engineered Forge to make Stills, Kitchens, Workbenches, Forges, Printing Tables, and more|
|Printer||Make copies of blueprints used by all crafters to create items|
|Build, improve, and repair weapons, armor, and gizmos on an Engineered Workbench|
Navigating the social landscape of a new settlement can be a challenge for those trying to make a name for themselves. Through how they command a room or their ability to make deals and trades, a good socialite knows when its their turn to talk and when its time to listen.
|Entertainer||The life of the party. Able to restore mindpoints through performing for an audience|
|Merchant||Knowledgeable with rumors and the seedier side of the market, Merchants can easily identify a good deal|
|Politician||The socialite jack of all trades. They can command a room while also protecting their back|
|Publican||Someone prepared for all situations and ready to make money doing so|
|Teacher||Able to efficiently learn lores faster and easier than anyone else|
When people are hurt, physically, emotionally, or spiritually, they'll need someone to rely on. Whether that's through a quick bandaid, a medical procedure, a deep discussion about faith, or a hard discussion about why you feel how you do, a support character has the right tools for the job.
|Priest||Spiritual community leader able to channel their faith to fix almost all your problems|
|An abomination of the Gravemind. Much of what they do has consequences but they're great at keeping people alive|
|Jones||Explore the ruins of the old world at check in|
|Sawbones||Field medics. No profession can get people quickly and safely patched up better than them.|
The prim and proper way of conducting business can sometimes take ages. Maybe there are just some things you want to get your hands on that other people would rather you not have. At the end of the day, there's a buyer and seller for nearly everything out there. You decide whether you're pushing a seat at a card table or a highly addictive drug that could save your life (if you don't use it recreationally first)
|Charlatan||Silver-tounged masters of converation. They know how to talk their way out of every situation|
|Is there something you want that you can't find? Well I know a guy who knows a guy...|
|Ring Leader||Spans the gamut between a charismatic tough leader and someone who is not afraid to get their hands dirty|
|Scoundrel||The criminals version of a Jack of All Trades|
|Thief||Anything that's not nailed to the table is basically asking for a free ride in this person pouch|
Everyone can swing a bat or shoot a gun but not everyone can do it with the finesse it takes to make a career out of it. The bond between these individuals, their weapons, and their goals is one that you should not interfere with.
|Assassin||Stealthy contract killer that works for the Guild|
|Guard||Strong defensive combatant and protector|
|Gunslinger||An honorable sharp shooter|
|Slick, close combat fighter|
|Officer||Versatile and specialized fighter|
|Primitive||Deadly close and ranged combatant|
|Soldier||Melee rock star|
|Thug||Dirty fighting close combatant|