Monday, July 4, 2011

The Entertainer - Worlds Apart

To continue with the Worlds Apart development, below is the Entertainer career.

Entertainer: Int 6+
–1 DM for every previous career.

Every culture in the world has entertainers, bringing joy and moral education to their audience.

•              Artist: You create art, such as painting, sculpture, or literature.
•              Performer: You perform, dancing, singing, and charming your way through society.
•              Spy: You travel the Forever Sea posing as an entertainer, performing from island to island. You’re actually gathering information for a merchant guild, crime syndicate, or noble house.

Career Progress:
Assignment
Survival
Advancement
Artist
Soc 6+
Edu 6+
Performer
Int 5+
Soc 7+
Spy
Int 8+
Int 5+

Mustering-Out
Roll
Cash
Benefits
1
500 sp
Voyager Ship Share
2
1,000 sp
Magic Item (any)
3
1,500 sp
+1 Int
4
2,000 sp
+1 Soc
5
3,000 sp
Two Voyager Ship Shares
6
4,000 sp
Contact
7
6,000 sp
+1 Edu, +1 Soc

Skills and Training
Roll
Personal Development
Service Skills
Advanced Education (Minimum Edu 8)
1
+1 Edu
Art (any)
Advocate
2
+1 Int
Carouse
Broker
3
+1 Dex
Persuade
Art (any)
4
+1 Soc
Steward
Language 0 (no specialty)
5
Stealth
Diplomat
Investigate
6
Carouse
Streetwise
Deception

Roll
Assignment: Artist
Assignment: Performer
Assignment: Spy
1
Art (any)
Athletics (any)
Admin
2
Carouse
Art (any)
Deception
3
Gambler
Deception
Diplomat
4
Language (any)
Melee Combat (any)
Investigate
5
Persuade
Persuade
Melee Combat (any)
6
Art (any)
Steward
Stealth

Ranks and Skills
Rank
Title
Skill or Benefit
0
Entertainer
Trade (any) 0
1
Performer
Art (any) 1 or Language (any) 1
2
Master Entertainer
Magic 0
3
Artist
Streetwise 1 or Jack of All Trades 1
4


5


6



Mishaps
1d6
Mishap
1
Severely injured in action. (This is the same as a result of 2 on the Injury table.)
2
After three lovers in three days (a new personal best) the fourth is a bit peeved and decides to put you out to pasture. Roll Melee Combat 8+ or Persuade 9+ to escape uninjured.
3
You acquire a wealthy patron who’s always robed and hooded. During one of your many midnight meetings, you detect a distinctive serpentine continence to your patron in a mirror. Roll Deception 8+ and the patron does not notice your observation. If you fail, you can either throw Melee Combat 10+ or flee with an Athletics 8+ or Stealth 8+. If you fail, you wake up with a massive headache and you’re certain something has been done to you.
4
You hit a creative brick wall and realize that art is not for you. Lose your Mustering-Out roll for this term and become a Drifter. If you are a Spy, you may choose another career as normal.
5
You worked for several years on your greatest project, but its reception is far from expected. You cause a riot and barely escape with your life. You’re declared a blasphemer, an anarchist, and a wanted criminal. It’s time for a name change and a new career, methinks. Lose your Mustering-Out roll for this term.
6
Injured. Roll on the Injury table.

Events
2d6
Events
2
Disaster! Roll on the mishap table, but you are not ejected from this career.
3
You’re approached by a criminal organization that wants to steal some paintings or sculptures. If you’re a painter or sculptor, they’re willing to steal yours and hand them back over to you as long as you insure them through a “recalcitrant” moneylender who’s refusing to acquiesce to the gang’s demands. If you’re not a painter or sculptor, they request your social contacts to perform their heist. If you accept, roll Soc 7+ to gain a +3DM on one Cash Mustering-Out roll. If you decline (or you fail your Soc roll) you gain an Enemy.
4
A rich patron loves your work. Gain +2 DM to one Cash Mustering-Out roll.
5
You have a great run and can tell you’re improving. Gain one level in Art (any).
6
After a particularly fine performance or display, you find yourself sleeping for ten or twelve hours per day. In your sleep, you repeatedly perform the same actions over an over to a tune you can’t quite remember upon awaking. Gain Magic 0.
7
Life Event. Roll on the Life Events table.
8
One of your works gains notoriety among a non-human race - apparently it means something quite different to them than to your normal audience and is viewed as an inspired piece of art. Gain +1 Soc.
9
You travel extensively performing or supporting your work. You’re well-received and gain 1d3 contacts.
10
You are contacted by a spy. If you are a spy, you receive additional training to perform your mission. Gain Recon 1 or +1 Soc. If you are not a spy, you have the opportunity to become a Spy next term without having to roll to change careers and without starting over in rank. You also gain a Contact.
11
Though happenstance, you end up teaching others your craft and expand your normal repertoire of abilities through interacting with the local nobility in a different field. Either gain Advocate 1 or a +4 DM to your next Advancement roll.
12
You create or perform a work that will be remembered. You are automatically promoted.

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