Saturday, July 9, 2011

Scholars - Worlds Apart

One of the unexpectedly cool careers from Worlds Apart, IMO. Their spells are quite unique in flavor. (Sorry for the wonky spacing, the WYSIWYG editor doesn't seem to work very when when I cut and paste Word to Blogger)

Scholars: Edu 8+

–1 DM for every previous career.


Knowledge is power: upon it everything is built.


•  Bard: You have a vast body of memorized stories and the wisdom to know when they are of importance.

•  Librarian: You spend your time among books, gaining a wide knowledge in many subjects.

•  Naturalist: You split your time between the shelves and the wild, learning all that you can learn.


Scholars must choose their particular Dweomercraft specialty and Magical Talent specialty during their first term If Scholar is not your first career, you gain *both* of those skill specialties as opposed to choosing a single Service Skill.


If during character creation, you gain a level of Magical Talent that would put your skill level in that Talent higher than your Magic skill, instead increase your Magic skill by one level.


Career Progress

Assignment
Survival
Advancement
Bard
Soc 4+
Edu 7+
Librarian
Edu 7+
Int 7+
Naturalist
End 6+
Edu 6+



Mustering-Out

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



Skills and Training

Roll
Personal Development
Service Skills
Advanced Education (Minimum Edu 8)
1
+1 Edu
Magic 1
Agriculture
2
+1 Int
Dweomercraeft 1 (specialty)
Animals (any)
3
+1 End
Magical Talent (specialty)
Investigate
4
+1 Soc
Any Science (any)
Language (any)
5
+1 Mag
Language (any)
Magical Talent (any human)
6
Magical Talent (any human)
Any Science (any)
Any Science (any)



Roll
Assignment: Bard
Assignment: Librarian
Assignment: Naturalist
1
Advocate
Advocate
Animals (any)
2
Art (any)
Investigate
Diplomat
3
Jack of All Trades
Language (any)
Jack of All Trades
4
Magical Talent (any human)
Magical Language (any)
Magical Talent (any human)
5
Melee Combat (any)
Magical Talent (any human)
Navigation
6
Persuade
Any Science (any)
Survival (any)



Ranks and Skills

Rank
Title
Skill or Benefit
0
Scholar
 Art 1 (any), Athletics 1, or Any Science (any)
1


2

Any Science (any)
3
Master Scholar
Dweomercraeft 2 (specialty)
4

Magical Talent (any human)
5
Renowned Scholar
+1 Edu, +1 Soc
6





Mishaps

1d6
Mishap
1
Severely injured in action. (This is the same as a result of 2 on the Injury table.)
2
There is danger in delving into long-lost tomes. Gain an Enemy. The Enemy is non-human and of some magical nature.
3
You misremember some vital piece of information and your failure results in the death of over a dozen explorers. You question your abilities. For the first year of game time once play begins, you suffer a -1 DM to Any Science rolls until you regain your confidence.
4
You suffer from a mild magical madness that expresses itself during stressful situations. When the GM determines appropriate, throw End 6+ to avoid freezing from uncertainty and/or fear. There is a solution to your problem, but you’re not going to like it…
5
You spend a year working on a text or composing a long poem only to find that your information is incorrect. Lose 1 point of Social Standing.
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
A renowned weapon master takes interest in you, trading his physical acumen for your knowledge. Gain Missile Combat 1 (any).
4
Your knowledge is in strong demand. Gain +2 DM to one Cash Mustering-Out roll.
5
You are approached by a small group seeking to study at your side. Gain 1d3 contacts and a +1 DM to one Cash Mustering-Out roll.
6
You spend a very fruitful term gaining additional knowledge and wisdom. Gain 0 in two different Any Sciences (any) or gain a level of a Magical Talent you already possess.
7
Life Event. Roll on the Life Events table.
8
You toil ceaselessly for a non-human merchant house. During your years of labor you secretly acquire their language (gain Language 1 (any non-human)) and an awareness of their unusual thought patterns. This knowledge triggers something within you. Gain a Magical Talent (any human).
9
Your knowledge leads you to a hidden treasure. Gain a Magic Item (any).
10
Your knowledge of historical battles proves vital as you’re caught in the midst of a siege. Gain an Ally, and a +2 DM to one Benefits Mustering-Out roll.
11
You unexpectedly find yourself moving in new social circles. Either gain +1 Social Standing or a +4 DM to your next Advancement roll.
12
After weeks of intense study and contemplation, your knowledge grows. You are automatically promoted.

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