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Occupations

Outposts need all hands on deck to survive in the modern environment of the Ruins, but by this point in time different bears have become well versed in different skills, each of which are important for an Outposts survival. These have no collective name in game. Occupations are only being used in this Addendum as a mechanical term. Instead, bears just refer to themselves based on their relevant abilities. Terms used here as an Occupation are not Outpost specific.

Bartenders are social leaders everywhere, not just outposts. The term Worker refers to the laborers given to an Outpost by Gredo, but is also the term for all forced laborers to begin with. This trend exists for all roles except Watches, which explicitly formed as a way for Outposts to protect themselves from Gredo’s various Guard groups, as well as dangers in the Ruins that Gredo often doesn’t help with.

Character creation in Architects of the Ruins only adds Occupations to the method in the base version of Ancient Aetherium. Occupations give characters  abilities that interact with the new systems provided by Architects of the Ruins. Each Occupation has a Rest Ability, which will be used between major Outpost Events (the time when everyone is back at the Outpost chilling out). These are permanent to the character.

Each character will only be able to take one every 5 Levels, getting their first at Level 0, and their next at level 5. Occupations have no effect on the rest of the character, and does not effect Proficiency like Specializations do, or effect Attributes like new Classes will.

Effects gained during rest only trigger on the next Event that bear experiences, and they can stack. This means for every rest, bears not going to events will gain more bonuses.