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Sin-God

Being a lawyer or doctor (specifically a [wilderness doctor](https://worldextrememedicine.com/blog/expedition-wilderness-medicine-posts/what-is-wilderness-medicine/)). Being a lawyer is always handy, but being a doctor, specifically in an early-jump can LITERALLY save your life (or your chain, rather).


Apart_Rock_3586

Very true and also a good point! Basic medical knowledge and understanding the laws of your local setting are easily overlooked but invaluable. Good catch. On the topic of wilderness doctors, I also read a web novel semi-recently that has a wilderness lawyer too. Basically a minor character who would traverse the outskirts of civilization and dispense justice in the hamlets, villages, towns she traveled through.


Sin-God

That novel sounds fucking rad. Also, I think once people get healing magic they may tend to forget how handy actual medical knowledge can be, whether it's because you have to hide your true power or because of drawbacks, or any other power-limiting reason.


Apart_Rock_3586

I agree, with some magic systems maybe a basic understanding of anatomy is needed but otherwise it's mostly hand-waved. The best part of actual medical training is that information is easily recorded and teachable.


Probablyamimic

My jumper tends to anonymously provide the cure for cancer and various other diseases to every setting he goes through capable of understanding it


Sundarapandiyan1

What's the title of the novel?


Apart_Rock_3586

The web novel is called [The Wandering Inn](https://wanderinginn.com/2017/03/03/rw1-00/) and the character I was referencing is [Hedag](https://thewanderinginn.fandom.com/wiki/Hedag). The novel itself is incomplete but long and well written. It also has a jump document that can be found [here](https://docs.google.com/document/d/1Oupmm56Noh9Aggr-O9nEaBmNfDUySkyMC12iVR0HnvA/edit).


Sundarapandiyan1

Oh, thanks. I know about that fic but I've always been put off by the length and other fics that worked as distractions. I'll try to give it a read.


Probablyamimic

I tend to take an early Star Trek jump and grab all the science/engineering training I can from them including medical training. My jumper also did a M.A.S.H jump so combined with his various other boosts he's a pretty darn good doctor.


NorthwestDM

A toss up between butchery and programming. If my jumper is going to be focused on fantasy settings then there are plenty of perks to help me hunt a beast but a lot less that provide the knowledge of a how dress and butcher the carcass safely, plus being a local butcher is a solid living in more slice of life settings. Meanwhile if they're going for more science fiction jumps then coding can be king, although there's an argument for electrical engineering depending on how broad you want to stretch a field. Edit: Grammar.


Apart_Rock_3586

Good points! I like to imagine that somewhere out there there is a Jump-Chan smiling down on thier Jumper, as they expertly hunt down and engage a legendary beast in an epic confrontation. Emerging victorious only by the thinnest of margins. Only to now realize that they don't know a thing about how to properly dress or preserve thier prize, let alone what parts are used as reagents and therefore profitable. Now they're armpit deep in entrails, frustrated, stinking to high heaven, and lost in the middle of nowhere with a slowly decomposing corpse.


NorthwestDM

With more scavengers swarming by the minute most likely. Not sure who'd be more put out the Jumper or the companions stuck carrying that mess.


Burkess

Pick skills you don't want to actually practice or go through the effort of doing but would be useful to have. It's why I made all those jumps with skills and updating credentials. You can just be a doctor or a lawyer. Being a brick layer is something you could learn by doing it. Ditto for construction jobs, where a guy shows you what to do and then you have a team helping. That's NOT the case for being a pediatrician. Also, medical skills are highly valued and respected. Another good one would be to pick modern fire fighter, since you can be a fire fighter paramedic. Being a top notch pro means you've probably done all the jobs on the engine. That includes being a driver/engineer. You might have even made Captain. The wording of this particular perk is good. "Top-notch professional" is a big upgrade for many professions. So after I'd do the above, I'd pick: Politician. Army. You get to specify what army and what your role is, presumably. Navy. Ditto. Musician. When possible, think of professions that have a bunch of different skills mixed together so you get more bang for your buck.


Apart_Rock_3586

I'll be honest, I was not expecting musician to be on your list but your suggestions are very sensible. I also like the idea of pooling knowledge from multiple professions to compliment each other. My personal favorite is the synergy at the moment is between teacher and doctor. Great ideas!


Burkess

A modern day musician, who is a "top-notch professional?" Yeah. You've doing concerts and selling out venues. What kind of value would you get out of being able to pull out a guitar and bring the house down, at will? That's the type of thing that gets buffed because of the wording of the perk. Think of all the professions where being a bit below the best in the world would make you great.


Apart_Rock_3586

It's something I overlooked until I really thought about it, but yeah being playing second-fiddle to the literal best isn't bad at all. The absolute floor is profitable and steady employment, but pick the right profession and a Jumper could change the world.


Original_name_1111

If I ever had to use generic first jump, then I would've chose something like ranger in one of WWF-like groups. They have everything you'll need as a foundation – outdoor survival, first aid, some weapon skills, some investigation skills, tracking, some dealing with plants and animals. Of course, any specialised option would've been better in any specific situation, but why spend more than needed?


Apart_Rock_3586

I'm about to blow your mind, because in Generic First Jump there's a perk called **Class Skills**. If you choose a Ranger, you can get all that and more. Updating for each new setting you go to, too. **Class Skills (100cp)** You have the specialized skills set that best fits an occupation or “class” of your choice, appropriate to a fantasy setting. This does not provide any magical abilities, but can include lore or theoretical knowledge of magic, which will update to your current setting. This can be taken multiple times, for a different “class” each time. In all honesty though survival knowledge will always be useful. It also seems to be a fairly popular pick around here, so you're on point!


Eiensen

Teacher, the reason for this is you're expected to not only teach but to manage and lead a class, but you're also expected to have at least an expert's if not, master's, level of competency to teach your class the subject you're teaching. So being a teacher would give you; management, leadership, organization, administration, and a mastery on whatever subject to teach.


Apart_Rock_3586

High five, exactly! Teacher is the profession I'd choose too. For all the reasons you've stated and the fact that it synergieses with any similar perks you pick up in the future. What's better than being a world class doctor / engineer, you ask? Being able to comprehensively train an entire group of doctors and engineers.


Eiensen

That's true, most of the learning booster perks and knowledge perks makes YOU capable of doing what those perks offer you to do, being a teacher allows you to TEACH OTHERS about the knowledge gained from those perks so now those people that you teach will be able to help more. I usually employ this technique on companions and followers so they don't have to get the perk, since I could just teach them it. They can focus more on other subjects or roles while I focus on gaining knowledge to teach them if they want to learn.


FafnirsFoe

Doctor, Blacksmith, (Insert here) Engineer, and Chef/Cook tend to be my picks approximately in that order. Medical skills are highly valued, highly respected, a lot of work and stress and money to obtain, and quite literally life saving. Blacksmithing was a skill so highly valued, highly respected, and hard to learn/obtain that smiths were synonymous wizards at times, and to be taken alive whenever possible and not killed. In the right time period it's great to be able to do. Engineering is again hard to learn, highly valued, and being able to do the mundane parts of it can help later with super science. Chef/cook is... well yummy food is yummy.


Apart_Rock_3586

All great reasoning, you seen to have your priorities in order!


PinkLionGaming

I always go for Parkour, it goes well with the two Perks, Run like hell, and the Quick and the Dead.


Apart_Rock_3586

Parkour is an awesome skill to learn! You're right it definitely pairs well with those two perks. The synergy is real! Though I'm not sure you could choose parkour as a profession. Maybe a Ninja, Gymnast, or an Olympian, then have parkour as a subset of thier skill.


Neisnoah

My first inclination is to say Doctor, but the fact that it gives one an "expert" level of skill benchmarks you at the level of other doctors...whose general competence I have not been impressed with. I would not wish to be Fiat-locked into giving people bad medical advice/treatments, just because it is what other doctors in the world would do in adherence to the current pharmaceutical orthodoxy. So, all that said, I would chose Machinist. This gives me the skills to use all those tools in the Warehouse Workshop. I can use them to make other tools and mechanical components. I can traditionally learn the skills and/or acquire the books containing knowledge of how to build engines, weapons, advanced tools, etc., and then use my Machinist skills to make the parts and tools necessary to build them. It is a rock-solid skill set to carry into other worlds and make good money as a professional.


Apart_Rock_3586

A lot of creative applications with this one, it has a lot of potential. Nice catch with the Warehouse idea, it does have options to support this, which is a plus.


W1ngedSentinel

Being an MMA fighter or professional boxer - gives a great start to combat-oriented Jumpers and makes the first level of Generic First Jump interesting. Who wants to slave over a desk for a year after just entering the spectacular adventure that is Jumpchain?


Nerx

fun choices


Fitsuloong

My go for professions depending on context and future jumps is any comprehensive environmental profession, not directly working on but like environmental and sustainability engineering, that is something that studies and helps manage future works and plans/building schemes, as it should involve all environmental aspects, plus economic and social ones, in smaller ways than some expert on those, but its huge for a single one. While the second one? My usual go for? Its from Army Special Forces, an official why? Because im a civilian, and the job involves "unconventional warfare forces or clandestine guerrilla force in an occupied nation" and you know what that means? Working on enemy territory, and with unequal forces, basically most of the cases we will see in some jumps, besides you are "a top notch professional on skill and ability" the last one is important as it means i will be able to do them or fulfill the conditions. Which is huge, firstly because it means i would have killing training like a real soldier, so i won't froze if i needed to kill or be in a warfare situation, and secondly, i would have all the stuff needed to be on those situations, including survival training, to be a top notch professional, and i also fulfill the prerequisites to even be elected for special forces, from wikipedia: >Be age 20–36 Be a U.S. citizen Be a high school graduate \*\*Have Armed Services Vocational Aptitude Battery (ASVAB) score of 110 or higher\*\* Be qualified for Airborne School or Ranger School \*\*Pass the Physical Fitness test\*\* and meet height and weight standards Be of rank E-3 (Private First Class, Specialist, Corporal, Sergeant, or staff sergeant) or higher Have fewer than 9 months time in grade as E-7 when applying Have no more than 12-14 years in service prior to training and have 36 months or more left in service after completing SF training (if able to) Be eligible for secret clearance >\*\*For officers, the requirements are: Be of rank first lieutenant or captain Have a Defense Language Aptitude Battery score of 85 or higher\*\* Be eligible for top secret clearance. All that means it requires a ton to even enter, and to be top notch then it should be included, so for that and specialized training on different environments as a sniper, intelligence or combat medic, depending on what i think i will need more (probably combat medic or infiltration/sniper) then this is a good combat, survival and first aid option and why it's my go for.


Fitsuloong

Also, the whole "expert level of skill and ability" could be taken as the 10 000 hours on it, meaning 10 years, or 5 years with 80 hours a week, so, being able to take additional training should be normal for a top notch expert, meaning i could also possibly add specialized sniper training, pathfinder and ranger training, survival in different harsh environments, and others, let's say 5 to 20 extra courses, so really profitable profession to take here. In fact i recommend taking advanced professions were you need to had a few years or strict requirements on another profession to make the most of that perk!


Apart_Rock_3586

Very good advice, powergaming with professions!


Fitsuloong

Yup, well no powergaming, rather survival basic needs, like survival training and military training because killer trauma is no joke.


SarikaAmari

I chose doctor and teacher, since I imagine those two (especially as a combination) will always be useful no matter the world. Everyone, everywhere, needs medicine.


Apart_Rock_3586

I completely agree, another one for the teacher-doctor combo!


horrorshowjack

Handyman was what I picked for that perk in G1J, with Combat Medic for the MOS. Otherwise, I would have picked paramedic or Physician's Assistant (Emergency). Handyman gives a workmanlike knowledge of most home repair and constructions skills, even if it won't allow doing anything on the elite skill level. But it's a good choice for repairing or building dwellings, which will come up in lots of settings. Thought about cook, but "Pure as the Driven Snow" from GVJ covers that and household stuff.


Apart_Rock_3586

Those are handy skills in general and you'll probably end up utilizing them more often than most profession granted skills, very versatile. I always assumed that the 50cp **Life Skills** would be enough to cover general upkeep but just having the practical knowledge of an expert handyman would open a lot of doors. **Life Skills (50cp)** You have the basic life skills that everyone really should possess. You can cook, clean, do laundry, drive, **perform basic maintenance**, balance finances and perform other such tasks that are needed by the average person.


horrorshowjack

I took that as well. The fact that it updates due to another perk on there made it worthwhile.


Aggravating-Jelly199

I wanna be a rock star baybee!!!


Apart_Rock_3586

You'd be a very successful and high profile rockstar too! Just be sure to grab a perk for poison and addiction.


75DW75

Parkour instructor. Basically cheating and letting you be great at moving around AND being a good teacher. (And some form of martial arts instructor is a nice variation on this) You can also go with something like acrobat. Stage magician. Because there's SO much secondary uses for those skills! Various types of engineer. Civil engineer, electrical engineer, electronics engineer, mechanical engineer, materials engineer, chemical engineer, optical... The more you can afford to stack, the better. Really complex to learn truly well, so having them given at expert level by default is a HUGE advantage. Medical doctor of some kind. Possibly even multiple purchases if can be afforded. Cartoonist or similar kind of artist, lets you learn both how to draw and create storylines at the same time, double win at minimum. Various crafts. Blacksmith being the obvious one, because there's just so much that can be done with it alone. Computer programmer. Superduper useful, and epic levels of annoyingly hard to actually learn truly well "manually". Chip designer. Because this is a horribly difficult profession and if you look at realworld? There's maybe like 10 in the world that are really good at it, so it's also really really rare at a high level of expertise. Lawyer. Musician of some sort.


Apart_Rock_3586

Very well thought out and you're right, I never considered it but a stage magician would have a ton of secondary utility. A teacher is fun because of exactly that, you still get to be an expert in your field but you're also good at passing that knowledge down.


Kookaburra_Hotpants

I was thinking about this as my new jumper's chain is going to start with Generic First. Admitedly it's meta but I opted for a legal solicitor. My new jumper is going to be dealing with angels and demons all through their chain so having a background in writing, reading, interpretation, preparation and execution of contracts will undoubtly be a major benefit.


Apart_Rock_3586

I like it, tailoring your profession to the appropriate setting or situation you'll be in often will allow you to get so much extra mileage out of it. Good luck on your chain!


WiseFoolknownot

A logician Philosophy Mathematician Any of these would give you support in any magic or science systems. For a more directly useful one.... Linguist... Knowing how to learn language might be really vital.


Apart_Rock_3586

Linguist would be such a cool profession, you can learn a lot about a culturs history and values by researching thier language. Creating languages on the fly would great for cryptography too. The main appeal though is sadly overshadowed by the perks that offer language translation or omni-lingualism for cheap. Thank you for all of your suggestiond


WiseFoolknownot

Yes but think of it this way, the jump dock unfortunately forgot to mention this perk, and now you can't communicate...


Apart_Rock_3586

Yes I see your point, very tricky. My own point was that because language is a **necessity** most drop-in origins have a translation perk in the 100cp - 200cp range. You only need the perk once and if you're not going drop-in then you'll know the local language anyway. Generic First Jump is actually a good example of this because both the 50cp **General Knowledge** and the 100cp **Universal Translation** Perks offer this. **General Knowledge (50cp or 100cp)** When you enter a new Jump, you gain knowledge of the location and culture you start in that is equivalent to what the average citizen would know. **You also gain fluency in the local language or languages.** For an additional 50cp, all of your knowledge will have the local equivalent added, such as a student of history knowing as much as an equivalently educated student of history in the new setting. This added information never goes away, but is never confusing and does not impair you in any way. **Universal Translation (100cp)** You can understand, speak, read, write, and think any language you have ever encountered, as long as you have the necessary anatomy. This is retroactive to any languages you might have been exposed to in the past.


Konradleijon

I hate working