The Republic of Texas
Starting Careers
Players may choose from one of these four starting careers when they’re first created.
Tin Horn:
“Newly arrived and full of spit and vinegar”
- Primary: Stamina
- Secondary: Strength, Luck
- Disciplines: Shooting Pistol or Shooting Rifle, Brawling and Intimidation
- Skills: Independence
- Career Exits Into: Gunman, Soldier, Ranger, Outlaw
Apprentice:
“Student, ready for adventure”
- Primary: Intelligence
- Secondary: Spirit, Influence
- Disciplines: Shooting Pistol, Inspiration
- Skills: Independence, First-Aid
- Career Exits Into: Soldier, Tradesman, Missionary, Prospector
Ganger:
“Street wise and Stealthy”
- Primary: Speed
- Secondary: Agility, Perception
- Disciplines: Shooting Pistol, Knife Fighting, Stealth
- Skills: Independence
- Career Exits Into: Gunman, Hunter, Prospector, Outlaw
Pioneer:
“Independent and willing to do what's necessary”
- Primary: Strength
- Secondary: Stamina, Spirit
- Disciplines: Shooting Rifle, Hand Axe
- Skills: Independence, Ranching or Farming
- Career Exits Into: Hunter, Tradesman, Missionary, Ranger
Advanced Careers:
When a player satisfies the minimum requirements by completing in-game quests, they are able to choose a new advanced career.
Gunman:
“Guts, Guns and Glory”
- Primary: Agility, Speed, Perception
- Secondary: Luck, Cool
- Disciplines: Shooting Pistol or Shooting Rifle, Gun Play Pistol or Gun Play Rifle, Quick Draw or Sharp Shooting (note: Gunmen can take either the pistol path or the rifle path, but not both)
- Skills: Bounty-Hunting
- Career Exits Into: Gun Fighter, Pastor
Hunter:
“Loners and long range shooting”
- Primary: Speed, Perception
- Secondary: Strength, Agility, Luck, Cool
- Disciplines: Shooting Rifle, Sharp Shooting, Tomahawk or Knife Fighting, Stealth,
- Skills: Animal-Hunting
- Career Exits Into: Scout, Dragoon
Soldier:
“You’re in the army now!”
- Primary: Stamina
- Secondary: Strength, Cool
- Minor: Influence
- Disciplines: Shooting Rifle, Fencing or Sharp Shooting or Artillery
- Skills: Tactics
- Career Exits Into: Dragoon, Officer
Tradesman:
“It's only a dollar!”
- Primary: Intelligence, Influence
- Secondary: Luck
- Disciplines: Shooting Pistol or Fencing
- Skills: Trade or Politics or Surgery or Elixirs
- Career Exits Into: Gun Fighter, Trade Master
Missionary:
“Bringing the word to the Frontier”
- Primary: Spirit, Influence
- Secondary: Intelligence, Luck
- Disciplines: Inspiration, Prayer
- Skills: Preaching(the Word), First-Aid
- Career Exits Into: Pastor, Ranger Captain
Ranger:
“One Riot, One Ranger”
- Primary: Stamina, Influence
- Secondary: Strength, Perception, Spirit, Cool
- Disciplines: Shooting Pistol or Shooting Rifle, Gun Play Pistol or Gun Play Rifle, Quick Draw or Sharp Shooting (note: Rangers may take either the pistol path or the rifle path, but not both)
- Skills: Justice
- Career Exits Into: Officer, Ranger Captain
Prospector:
“Self-Reliant Explorers”
- Primary: Strength, Stamina, Luck
- Secondary: Perception, Spirit
- Disciplines: Shooting Pistol, Shooting Rifle, Brawling
- Skills: Mining, First-Aid
- Career Exits Into: Trade Master, Outlaw Leader
Outlaw:
“Living on the edge of society”
- Primary: Agility, Speed, Luck
- Secondary: Stamina, Perception
- Disciplines: Shooting Pistol or Shooting Rifle, Gun Play Pistol or Gun Play Rifle, Intimidation, Stealth (note: Outlaws may choose the Pistol or the Rifle Path, but not both)
- Skills: Crime
- Career Exits Into: Scout, Outlaw Leader
Heroic Careers:
Once a player has completed the requirements they are able to follow their career path by choosing one of these careers they have unlocked through questing.
Gun Fighter:
“Have Gun, Will Travel”
- Primary: Agility, Speed, Perception
- Secondary: Stamina, Luck, Cool
- Minor: Strength, Influence
- Disciplines: Gun Play Pistol, Quick Draw, Intimidation
- Skills: Bounty-Hunting
Scout:
“There's no such thing as an 'Old Indian Fighter'”
- Primary: Speed, Stamina, Perception
- Secondary: Strength, Agility, Luck, Cool
- Disciplines: Sharp Shooting, Gun Play Rifle, Tomahawk or Knife Fighting, Stealth, Trick Riding
- Skills: Scouting
Dragoon:
“CHARGE!”
- Primary: Strength, Stamina, Influence, Luck
- Secondary: Speed
- Minor: Agility, Perception, Spirit, Cool
- Disciplines: Command, Fencing, Gun Play Rifle, Gun Play Pistol, Trick Riding
- Skills: Tactics
Officer:
“…and Gentlemen”
- Primary: Stamina, Influence
- Secondary: Strength, Speed, Perception, Intelligence, Cool
- Minor: Agility, Luck
- Disciplines: Leadership, Gun Play Pistol, Inspiration, Trick Riding, Fencing
- Skills: Tactics, Strategy
Pastor:
“Satan be GONE!”
- Primary: Spirit
- Secondary: Intelligence, Influence, Cool
- Minor: Luck
- Disciplines: Inspiration or Advanced Inspiration, Prayer or Advanced Prayer, Miracles
- Skills: Preaching or Advanced Preaching, First-Aid, Blessings (note: Priests may choose the advance discipline only if the basic one was taken previously)
Ranger Captain:
“I hate rude behavior in a man. I won't tolerate it.”
- Primary: Strength, Stamina, Perception, Influence
- Secondary: Agility, Speed, Cool
- Disciplines: Leadership, Gun Play Pistol, Intimidation, Trick Riding, Quick Draw
- Skills: Justice
Trade Master:
“Your tab's over-due!”
- Primary: Stamina, Intelligence, Influence
- Secondary: Spirit, Luck
- Skills: Trade/Advanced Trade or Money or Surgery/Advanced Surgery or Politics/Advanced Politics or Elixirs/Snake Oil (note: Trade Masters may choose either the advance discipline of a previous trade or a basic trade, but not both)
Outlaw Leader:
“I'll make you famous!”
- Primary: Agility, Speed, Perception, Influence, Cool
- Secondary: Stamina
- Minor: Luck
- Disciplines: Leadership, Intimidation, Stealth, Gun Play Pistol, Quick Draw
- Skills: Crime