PROFESSIONS
Profession Rules Summary
- Players may equip up to 20 profession slots.
- Professions can reach a maximum level of 10.
- Profession abilities do not require lower-level abilities first.
- Profession slots may only be changed in safe zones.
- Professions are divided into Harvesters, Refiners, Crafters, and Provisioners.
PROFESSIONS OVERVIEW
Professions are non combat classes that players can obtain through play. Players do not need to have a profession equipped to attempt an action that is applicable to a profession. For example all players may attempt to harvest plants even if they don’t have the Herbalist profession equipped. Professions just make these attempts easier and/or more efficient to perform.
Professions can be raised to a maximum level of ten and a player can equip up to twenty profession slots. This can be any combination of professions that a player wishes. Profession slots are like class slots and can only be changed in designated safe zones. This means that a player could max out two professions and have all the benefits that both classes offer or have up to a maximum of twenty different professions with different bonuses. Players are not restricted to the lowest level ability first when slotting professional abilities. A player may choose to only slot a level six ability of a profession rather than taking all level abilities before level six first.
Professions are broken into four different groups: Harvesters, Refiners, Crafters, and Provisioners.
These three use the following table as a base guideline for making their respective checks.
| Category | Purpose |
|---|---|
| Harvesters | Gather raw resources from nature, monsters, and environments. |
| Refiners | Convert raw resources into refined crafting materials. |
| Crafters | Create weapons, armor, tools, consumables, and advanced equipment. |
| Provisioners | Handle logistics, trade, transportation, information, and other services. |
HARVESTING RULES
Harvesting allows players to extract raw materials from the environment or creatures. Materials obtained through harvesting have one property Rank (D–S), Rank is determined by the resource being harvested. Players begin by identifying a valid resource node. The node’s Rank establishes the Target Number (TN) required to harvest it and the base Yield, which is the number of material units gained on a successful attempt.
To harvest, the player rolls using the two attributes associated with the harvest (for example AWA + DEX for plant gathering, or MIG + DEX for mining). The result is compared to the Target Number. If the roll meets or exceeds the TN, the harvest is successful. The player gains material units equal to the node’s rank and condition. If the roll fails, no materials are gained and a yield of the node is consumed. If the roll fails by 5 or more, the attempt critically fails and the node is destroyed or rendered unusable.
Most resource nodes may be harvested multiple times unless stated otherwise. Each additional harvest attempt on the same node increases the TN by +2. Nodes may also have a limited number of successful harvests or yields based on their Rank. Higher Rank materials yield fewer units but are required for higher rank crafting. Lower Rank materials yield more units but provide less consistent value. The result of a successful harvest is a number of material units equal to the node’s Yield.
Harvesting Resolution
- Meet or exceed the TN to successfully harvest.
- Failing or succeeding consumes one yield from the node.
- Failing by 5 or more destroys the node.
- Repeated harvesting attempts increase TN by +2 each time.
| Rank | TN | Units | Yield |
|---|---|---|---|
| D | 5 | 4 | 3 |
| C | 7 | 3 | 3 |
| B | 9 | 2 | 2 |
| A | 11 | 2 | 1 |
| S | 13 | 1 | 1 |
REFINING RULES
Refining allows players to convert raw harvested materials into higher end processed materials. Refining does not change the Rank of a material, but it improves its usability by converting it into a form that can be directly used in crafting recipes (ex: ore into ingots, hides into leather, herbs into extracts, grain into flour). To refine, the player selects raw materials of the appropriate Rank and attempts a refining check using the two attributes tied to that refining method (example: AWA + INT for chemical refinement, STR + AWA for furnace refinement). The Rank of the material determines the Target Number (TN) required to refine it, as well as the refining ratio. The refining ratio determines how many raw units are required to produce one refined unit. If the roll meets or exceeds the TN, refining succeeds and the raw materials are consumed to create refined materials. If the roll fails, no refined materials are produced and half the raw materials are lost. If the roll fails by 5 or more, the attempt critically fails and all materials are lost. Refiners are essential to the crafting economy, since most high-rank crafts require refined components rather than raw ones.
| Rank | TN | Ratio |
|---|---|---|
| D | 6 | 2:1 |
| C | 8 | 2:1 |
| B | 10 | 2:1 |
| A | 12 | 3:1 |
| S | 14 | 3:1 |
Refining Failure
- Normal failure destroys half the raw materials.
- Critical failure destroys all materials involved.
CRAFTING RULES
Crafting allows players to convert refined materials into finished equipment, tools, weapons, armor, and specialized items. Unlike refining, crafting is where materials become functional products with stats, durability, and/or special properties. To craft an item, the player must possess the required refined materials listed in the recipe. Most recipes require multiple refined components, often from different refining professions (ex: a sword may require ingots, treated leather, and wood grips). The Rank of the item being crafted determines the Target Number (TN) required, as well as the crafting ratio. The crafting ratio determines how many refined units are consumed per crafting attempt. To craft, the player rolls using the two attributes associated with that craft (example: MIG + AWA for blacksmithing, INT + AWA for alchemy, AWA + DEX for fine tailoring). The result is compared to the TN. If the roll meets or exceeds the TN, the craft succeeds and the refined materials are consumed to produce the finished item. If the roll fails, the item is not created and half of the refined materials are lost. If the roll fails by 5 or more, the attempt critically fails and all materials are destroyed or rendered unusable. Crafters are essential because they are the only profession group capable of turning refined materials into permanent high-end gear. Without crafters, harvested and refined materials cannot be converted into usable equipment.
| Rank | TN | Ratio |
|---|---|---|
| D | 7 | 3:1 |
| C | 9 | 3:1 |
| B | 11 | 5:1 |
| A | 13 | 5:1 |
| S | 15 | 7:1 |
HARVESTERS
FISHERMAN
Fishermen specialize in harvesting aquatic resources from rivers, lakes, coastlines, and deep oceans. From common fish and seaweed to rare pearls, shells, and monster components, fishermen are an essential profession for survival and trade. While many dismiss fishing as simple labor, skilled fishermen understand currents, migration patterns, and the behavior of aquatic creatures, allowing them to locate valuable nodes that others would miss.
Fishermen are often the first to encounter strange marine life, hostile sea beasts, and unnatural underwater phenomena. The materials they gather provide essential food supplies, rare ingredients for apothecary refinement, valuable jewelry components, and enchanted reagents used in higher-rank crafting.
River Angler
River Anglers specialize in freshwater harvesting, focusing on lakes, streams, and river systems. They understand calm-water fishing, baiting techniques, and seasonal patterns that make freshwater nodes more reliable.
(Reduce the harvesting TN by 2 when fishing in rivers and lakes.)
Deep Sea Fisher
Deep Sea Fishers specialize in dangerous offshore harvesting where rare materials and high-rank aquatic nodes are most commonly found. They are trained to endure storms, pressure depths, and sea monsters that would force most fishermen back to shore.
(You may harvest B-Rank+ aquatic nodes without penalty when harvesting in deep water.)
Pearl Diver
Pearl Divers focus on shellfish beds, underwater treasure deposits, and rare pearl nodes. They are skilled at extracting valuables without cracking shells or damaging fragile underwater resources.
(Pearl and shell yields increase by +1 unit.)
Net Master
Net Masters specialize in volume harvesting. Rather than chasing rare finds, they excel at securing reliable catches through traps, nets, and efficient gathering techniques. They are often responsible for feeding settlements and supplying long expeditions.
(Increase node yield by +1 up to A-Rank.)
Monster Angler
Monster Anglers specialize in harvesting dangerous aquatic creatures. They understand how to hook, restrain, and extract materials from hostile sea life without being dragged under or poisoned in the process.
(Ignore negative effects from harvesting hostile aquatic nodes.)
HERBALIST
Herbalists specialize in gathering wild raw plant material in the world. From flowers to fungus and everything in between herbalists are a valuable profession to have when exploring the natural world. While many may disregard them as simple herb gathers there is a vast universe of plant life that can both heal and harm. The plant material that is gathered can be used by apothecaries to make poultices, extracts, and tinctures that can be further used by alchemists to make various potions.
Wild Forager
These Herbalists focus on gathering materials in untamed environments. They are skilled at locating high-yield nodes and harvesting quickly without damaging surrounding resources. Wild Foragers tend to travel frequently, mapping routes and seasonal patterns. Their strength lies in volume and reliability rather than precision.
(Increase plant yields by one up to A-Rank.)
Field Botanist
Field Botanists study plant behavior, growth cycles, and ecological interactions. This specialization excels at identifying unknown flora, predicting where certain plants will grow, and determining safe or optimal harvesting methods. They often act as the knowledge base for other professions.
(Reduce the TN for harvesting plant material by 2)
Toxicologist
Toxicologists specialize in harmful and volatile plant life. They identify, extract, and refine poisons, irritants, and debilitating compounds. This includes both naturally occurring toxins that are found in plants and those produced by magically or mutated flora.
(Ignore negative effects when harvesting toxic plant materials)
Cultivator
Cultivators focus on controlled growth. They take wild plants and learn how to reproduce them in stable conditions, whether in gardens, greenhouses, or magical environments. This specialization supports year round plant growth. Allowing rare or seasonal materials to be produced more consistently. They are essential for settlements and supply chains.
(During downtime, you may generate D-rank plant materials without requiring a node.)
Apothecary Liaison
Reduce TN by 2 when refining plant materials.
HUNTER
Hunters harvest creature-based materials such as hides, meat, bone, claws, horns, venom sacs, and organs.
Field Dresser
Increase node yield by +1 up to A-Rank.
Monster Slayer
Reduce TN by 2 when harvesting monster nodes.
Tracker
Reduce TN by 2 when locating creature nodes or tracking a target.
Trophy Collector
Gain +1 rare material roll when harvesting if available.
Venom Harvester
Ignore negative effects when harvesting venomous materials.
LUMBERJACK
Lumberjacks specialize in harvesting timber, bark, resin, heartwood, and magical lumber.
Tree Tender
Reduce yields by 1 but never destroy a tree node on failure.
Sap Collector
Tree nodes always produce sap if available and sap yield increases by +1.
Wild Forester
Reduce TN by 2 when harvesting in hostile environments.
Spiritwood Harvester
You may harvest magical wood without environmental penalties.
Clearcutter
Increase node yield by +1 up to A-Rank.
MINER
Miners specialize in extracting ores, gemstones, stone, crystals, and rare underground materials.
Prospector
Increase ore node yield by +1 up to A-Rank.
Gem Hunter
Reduce TN by 2 when harvesting or locating gem nodes.
Deep Delver
Reduce TN by 2 when harvesting B-Rank or higher mining nodes.
Stonebreaker
Harvest stone nodes two at a time.
Tunnel Engineer
The first catastrophic mining failure each day becomes a normal failure instead.
REFINERS
APOTHECARY
The Apothecary is the master of refinement, transforming raw monster parts, herbs, minerals, and other harvested materials into valuable reagents used throughout Bound World. While Harvesters gather resources from the wild, Apothecaries unlock their true potential by carefully processing them into ingredients suitable for advanced crafting. Their work supports countless professions, supplying Alchemists with purified reagents for potions and tonics, Enchanters with refined magical catalysts, and other craftsmen with the specialized materials needed to create high-quality equipment and artifacts.
An Apothecary's expertise lies in precision rather than production. Every refinement requires knowledge, patience, and an understanding of the properties hidden within each material. As they gain experience, Apothecaries learn to reduce waste, increase yields, and specialize in particular forms of refinement, allowing them to create superior reagents more efficiently than others. Whether operating from a well equipped laboratory or processing materials in the field between adventures, a skilled Apothecary ensures that no valuable resource goes to waste.
| Level | Ability | Description |
|---|---|---|
| 1 | Medicine Maker | You can refine raw plant and monster materials for Alchemist and/or Enchanter use. Roll (AWA + INT) to refine. |
| 2 | Reagent Knowledge | Reduce the TN of refining checks by 1. |
| 3 | Specialization | Choose a specialization. |
| 4 | Sterile Process | Once per day, when refining, you may ignore one critical failure and treat it as a normal failure instead. |
| 5 | Efficient Dosage | Refined materials you craft require 1 fewer unit of raw material (minimum 1). |
| 6 | Field Medic | You may refine materials without requiring a workshop or safe environment. |
| 7 | Refined Process | Gain Edge on all Apothecary checks. |
| 8 | Specialization II | Choose a second specialization. |
| 9 | High Yield | Whenever you successfully refine materials, produce 1 additional refined material. |
| 10 | Master Apothecary | Once per day, you may convert up to 10 raw materials of any rank into one refined material of one rank lower without making a refining check. |
Specialization
Extractor
Gain +1 refined unit on successful refining checks.
Toxicologist
Ignore negative effects when refining toxic materials.
Healer's Hand
Healing-based refined materials cost 1 less to make, minimum 1.
Preservationist
Refined medical materials last indefinitely without spoilage.
BUTCHER
Meat Cutter
Gain +1 unit when harvesting meat materials.
Bone Splitter
Reduce TN to harvest bones by 2.
Organ Extractor
Organs harvested yield +1 additional unit.
Monster Processor
Reduce TN by 2 when harvesting monster carcasses.
Preservation Expert
All creature materials harvested can be stored indefinitely.
MILLER
Flour Grinder
Gain +1 refined unit when refining food grain.
Spice Crusher
Reduce TN by 2 when refining spices and additives.
Preservation Miller
Refined food materials last indefinitely.
Powder Maker
Increase TN by 2 but powders count as two units instead of one.
Bulk Producer
Reduce units needed by 2 but crafted units count as one rank lower.
SMELTER
Steelworker
Reduce TN by 2 when refining metals for weapons or armor.
Alloy Mixer
Gain +1 refined unit when creating alloys.
Purifier
Increase TN by 2 but ingots count as two units instead of one.
Blast Furnace Operator
Increase refining yield by +1 up to A-Rank.
Rare Metal Handler
Ignore negative effects when refining magical or volatile ores.
TANNER
Leatherworker
Reduce TN by 2 when using your leather to craft.
Fur Processor
Fur refinement yields +1 additional unit.
Monster Hide Specialist
Reduce TN by 2 when refining monster hides.
Chemical Curator
Refining costs 1 fewer unit minimum 1.
Preservation Tanner
Refined leather never spoils.
CRAFTERS
ALCHEMIST
| Level | Ability | Effect |
|---|---|---|
| 1 | Basic Alchemy | You can create Potions. Roll (AWA + INT) to craft. |
| 2 | Clean Distillation | Reduce the TN of alchemy crafting checks by 1. |
| 3 | Specialization | Choose a specialization. |
| 4 | Efficient Brewing | Gain Edge to all alchemy crafting checks. |
| 5 | Stable Mixtures | You must fail a roll by 7 to completely lose all materials used. |
| 6 | Fast Brew | Potions you craft require 1 less unit of material (minimum 1). |
| 7 | Potency Increase | Double the value that your potions heal, damage, or last. |
| 8 | Specialization II | Choose a specialization. |
| 9 | Master Compound | Reduce the TN of alchemy crafting checks by 1. |
| 10 | Philosopher’s Hand | You may treat lower rank refined materials as one rank higher. |
ALCHEMIST SPECIALIZATIONS
Potion Brewer
Reduce TN by 2 when making potions.
Venom Distiller
Ignore the dangers of working with poisons.
Mutagen Crafter
Mutagens last twice as long but include a GM-determined drawback.
Catalyst Chemist
Reduce alchemy craft costs by 1 unit minimum 1.
BLACKSMITH
| Level | Ability | Description |
|---|---|---|
| 1 | Basic Smithing | You can craft metal weapons, armor, and tools. Roll (AWA + STR). |
| 2 | Smith Journeyman | Reduce the TN of all Blacksmithing checks by 1. |
| 3 | Specialization | Choose a specialization. |
| 4 | Anvil Knowledge | Gain Edge on all Blacksmithing checks. |
| 5 | Tempered Metal | Once per day, you may ignore one critical failure on a Blacksmithing check and treat it as a normal failure instead. |
| 6 | Precise Strikes | Blacksmithing projects require 1 fewer unit of material (minimum 1). |
| 7 | Master Craftsman | Increase the Quality of a successfully crafted item by one step, up to a maximum of S Quality, once per day. |
| 8 | Specialization II | Choose a specialization. |
| 9 | Forgemaster | Items you craft are treated as one Rank higher when determining their resale value. |
| 10 | Legendary Smith | By paying double the normal crafting cost, you may treat materials as one Rank higher than their actual Rank. |
Specialization
Weaponsmith
Reduce TN by 2 when making weapons.
Armorsmith
Reduce TN by 2 when making armor.
Toolsmith
Tools crafted grant Edge on checks they are used for.
Siegesmith
You may craft large-scale structures without doubling material costs.
CARPENTER
Builder
Reduce downtime needed to construct buildings.
Woodcrafter
Wooden crafted goods sell for +20%.
Wagonwright
Repairs and builds take half downtime.
Siege Carpenter
You may craft siege equipment without doubling material cost.
CHEF
Camp Cook
You may cook without proper cooking equipment penalties.
Gourmet Specialist
Meals sell for +30%.
Monster Chef
Ignore negative effects from monster ingredients.
Preservation Cook
Food lasts indefinitely without spoilage.
Battle Rationer
Meals restore 1 additional VIT or WIL die.
ENCHANTER
Runesmith
Reduce enchanting TN by 2.
Arcane Amplifier
Magic items gain one additional enchantment.
Ward Binder
Armor gains one additional enchantment.
Weapon Imbuer
Weapons gain one additional enchantment.
Crystal Channeler
Reduce TN by 2 when crafting with crystals.
FLETCHER
Arrow Maker
Reduce units needed by 2 but arrows count as one rank lower.
Specialty Ammo Crafter
Reduce TN by 2 when making arrows.
Precision Fletcher
Increase TN by 3 but arrows count as one rank higher up to A-Rank.
JEWELER
Ring Smith
Rings gain +1 enchantment capacity slot.
Gold Smith
Reduce TN by 2.
Luxury Artisan
Jewelry sells for +30%.
Relic Setter
Reduce units needed up to A-Rank by 1.
LEATHERSMITH
Armorworker
Lower TN by 2 when making leather armor.
Pack Maker
Packs and belts increase carry capacity by +1 tier.
Monster Leather Crafter
Treat monster leather as 1 rank higher up to A-Rank.
Lightweight Specialist
Leather armor does not reduce movement.
TAILOR
Robemaker
Robes count as 1 rank higher for enchantment compatibility.
Armorer Tailor
Reduce TN by 2 when making protective garments.
Luxury Tailor
Tailored clothing sells for +30%.
Camouflage Weaver
Stealth garments grant Edge on concealment checks.
Mindful Measurer
Clothes require 1 less material minimum 1.
TINKERER
Chemtech
Pay double value to increase explosive damage by 5 or area by 2.
Clockwork Engineer
Clockwork items only catastrophically fail on failure by 7 or more.
Crystal Cultivator
Reduce craft cost by 1 when using gems or crystals.
Scrap Mechanic
Substitute up to 2 missing material units with scrap at +2 TN each.
Trapwright
Traps impose Trouble on first escape or resistance check.
PROVISIONERS
BARKEEPER
| Level | Ability | Description |
|---|---|---|
| 1 | Pour the Ale | You can operate a small bar setup. Establishing a temporary bar takes minimal time and generates modest income in settlements. |
| 2 | Gossip | Gain Edge on rumor gathering, rumor verification, and local information checks in settlements you've worked in. |
| 3 | Specialization | Choose a specialization. |
| 4 | Read the Room | You can instantly assess a crowd's mood and intent. Gain +2 on social or information checks involving groups. |
| 5 | Regulars | You maintain a number of recurring patrons equal to your PRE die. Each visit, they can provide a rumor, lead, or minor favor. |
| 6 | Silent Exchange | You can pass or extract information through drinks, service, and tavern flow without detection by non-trained observers. |
| 7 | Loose Lips | Creatures drinking with you must make a WIL check against your PRE or may unintentionally reveal useful information. |
| 8 | Specialization II | Choose a specialization. |
| 9 | Informant Web | You maintain informants equal to half your PRE die. They provide periodic updates on notable local events. |
| 10 | Kingmaker's Ear | You can identify shifting political, criminal, or economic influence in a settlement and track who is gaining or losing power. |
Specilization
Information Broker
Gain Edge on rumor gathering and information verification checks.
Underworld Pourer
Gain Edge on checks involving criminal organizations and black markets.
High Society Host
Gain Edge on social checks involving nobles and officials.
Silent Listener
Gather information passively without direct interaction.
Network Builder
Gain reliable patrons equal to your PRE die.
CARAVANEER
Wagonmaster
Land travel time reduced by 25%.
Sailing Merchant
Ocean travel time reduced by 25%.
Smuggling Captain
Hidden cargo cannot be detected without high-rank inspection.
Guard Captain
Ambushers suffer Trouble on first round attacks.
Route Builder
You may establish permanent trade routes generating passive income.
COURIER
Urban Runner
Gain Edge on avoiding guards and crowds.
Long Distance Rider
Foot travel time reduced by 25%.
Smuggler
Hidden items are difficult to discover.
Battle Messenger
Ignore travel penalties caused by war zones.
Pathfinder
Reduce TN of travel hazard checks by 2.
MERCHANT
Trader
Gain +20% gold when selling goods.
Broker
Automatically locate rare item leads once per settlement.
Fence
Stolen goods sell for full price.
Investor
You may establish a small business generating downtime income.
Market Manipulator
Influence local market prices once per week.
SCHOLAR
Arcane Researcher
Gain Edge on locating arcane information.
Historian
Automatically identify D-C rank relics and historical objects.
Monster Analyst
Gain Edge on identifying monster drops and rare materials.
Religious Scholar
Gain Edge involving holy relics and cursed items.
Loremaster
Gain Edge on noble social interactions.
SCRIBE
Scrollwright
You can perfectly recall written information you recorded.
Cartographer
Maps grant Edge on travel and navigation checks.
Archivist
Books and documents last indefinitely.
Forger
Gain Edge on forging documents and seals.
Contract Writer
Contracts grant advantages in disputes and negotiations.