Tag Archives: subclass

Carriage Trade Roleplay Ecosystem: Human Subclasses

Every class & subclass of player in the Carriage Trade Roleplay System is interrelated to a greater or lesser degree.  All classes must eat and can take damage.

Veterinarian

  1. Provides preventative care to horses, dogs, and cats, i.e., Vaccinations, disease testing, Coggins, wormer, poultices, etc.
  2. Provides curative care for wounds or damage to all horse & critter subclasses
  3. Has particular affinity to horses & dogs
  4. Has affinity with all animals & birds
  5. Less affinity with herbalist and farrier

Farrier

  1. Provides hoof care & shoes to all classes of horses
  2. Provides supplies to vet & stablehand (eg, syringes to vet, pitchforks/rakes to stablehand)
  3. Has particular affinity to horses & owls
  4. Has affinity to herbalist & dog
  5. Has no affinity with fox

Herbalist

  1. Provides performance enhancers & treats  to all classes of horses
  2. Provides curative care to all humans, critters & birds subclasses
  3. Has particular affinity to owls, foxes
  4. Has no affinity with dogs
  5. Less affinity with vets

Apothecary

  1. Provides distillations & exotic herbs/spices/oils to herbalist
  2. Provides compounded drugs and vaccines to veterinarian
  3. Provides analgesics & curatives to all human subclasses
  4. Has particular affinity to other human subclasses
  5. Affinity with dogs
  6. Less affinity with horses
  7. No affinity with foxes & owls

Equestrian

  1. Provides training & grooming care to all subclasses of horse
  2. Provides grooming care & training to dogs
  3. Has particular affinity to horses, dogs
  4. Has affinity with all human subclasses
  5. Less  affinity for owls
  6. No affinity with foxes

The Carriage Trade Roleplay Ecosystem: Humans

Every class & subclass of player in the Carriage Trade Roleplay System is interrelated to a greater or lesser degree.  All classes must eat and can take damage.

Human Class:

Carriage Trade enables roleplay for everyday Homo Sapiens humans with the standard set of equipment. At Carriage Trade, we do not have ‘fantasy’ humans or species, so there are no elves, fairies, dwarves, drow, etc. Humans are not broken down by race or culture, but rather by profession, so that a player may create a character of whatever age, race, or culture that they choose.

Status within the game is determined by Levels, Accomplishments, and the size of the player’s Stable. Levels are achieved through passage of time, accrual of experience, accrual of wealth and specific Accomplishments.

Game status is unrelated to region authority.

Dress is determined to a large extent by the subclass (profession) to which the player belongs, and the activity in which the player is engaged.  Riders are expected to be properly attired when working with their Horses, particularly in Competitive situations; likewise, Veterinarians are expected to wear appropriate clothing to their profession, particularly when present in a roleplay facility.

Humans are the slowest class in the Carriage Trade system. They are the mid-level weight class, being lighter than all Horse subclasses and heavier than Critter subclasses. While lacking natural defensive weaponry, Humans have a range of tools and equipment available to them to either subdue, tame or otherwise enforce their will over the other classes. Humans can be kicked, bitten, scratched, or trampled, and will lose stamina and energy as a result of these events.

Humans have the ability to train the domesticated animal subclasses and to tame the wildlings. Humans are responsible for and must provide medical care for the Horse class and the dog subclass and can provide medical care for the wildlings.

Competition requires a willing Horse partner or partners.