Friday, July 15, 2011

Scouts - Worlds Apart

Below is the scout career for Worlds Apart. Development for this is just flying, I've only got equipment/magic items, monsters, world-creation, and small default setting to do. I'm at about 30,000 words.

Scouts
Enlistment: Int 5+
–1 DM for every previous career.

Scouts are one of the backbones of the seafaring world, conveying important messages, surveying border islands, and exploring the depths of the Forever Sea. They can be found at almost every port that launches into the deep sea.

Assignments: Choose one of the following:
   Courier: You serve as a message bearer for an important patron (organization, noble, trading company).
   Surveyor: You travel to border islands, assessing their worth to your patron.
   Explorer: You explore strange new islands, seeking out new life and new civilizations. Boldly going…

Career Progress
Assignment
Survival
Advancement
Courier
End 5+
Edu 8+
Survey
End 6+
Int 7+
Exploration
End 7+
Edu 6+

Mustering-Out
Roll
Cash
Benefits
1
500 sp
Voyager Ship Share
2
1,000 sp
+1 End
3
1,500 sp
Jack of all Trades
4
2,000 sp
Magic Item (any)
5
3,000 sp
Two Voyager Ship Shares
6
4,000 sp
Contact
7
6,000 sp
2d6 Voyager Ship Shares

Skills and Training
Roll
Personal Development
Service Skills
Advanced Education (Minimum Edu 8)
1
+1 Str
Navigation
Medic
2
+1 Dex
Survival (any)
Navigation
3
+1 End
Mechanic
Elemental Engineer (any)
4
+1 Int
Deep Sea Navigation
Language 0 (no specialty)
5
+1 Edu
Diplomat
Broker
6
Jack of all Trades
Melee Combat (any)
Jack of all Trades

Roll
Assignment: Courier
Assignment: Survey
Assignment: Explorer
1
Admin
Athletics
Deep Sea Navigation
2
Advocate
Broker
Missile Combat (any)
3
Carouse
Navigation
Navigation
4
Deception
Investigate
Recon
5
Diplomat
Persuade
Seafarer
6
Persuade
Streetwise
Stealth

Ranks and Skills
Rank
Title
Skill or Benefit
0
Scout

1
Traveler
Jack of all Trades 1 or Recon 1
2
Outrider

3
Vanguard
Pilot 1 or Deep Sea Navigation 1
4
Pioneer

5
Senior Scout

6



Mishaps
1d6
Mishap
1
Severely injured in action. (This is the same as a result of 2 on the Injury table.)
2
Psychologically damaged by your time in the scouts. Reduce your Intelligence or Social Standing by 1.
3
Your ship is damaged, and you have to trek your way back across the Forever Sea. Gain 1d6 Contacts and 1d3 Enemies.
4
You inadvertently cause a conflict. Gain a Rival and Diplomat 1.
5
You have no idea what happened to you –your ship was found abandoned and you unconscious.
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
Your ship is ambushed by enemy vessels. Either run, and throw Pilot 8+ to escape, or treat with them and throw Persuade 10+ to bargain with them. If you fail the check, then your ship is destroyed and you may not re-enlist as a Scout at the end of this term. If you succeed, you survive and gain Leadership 1. Either way, gain an Enemy.
4
You survey a virgin island. Gain one of Animals (riding or training) 1, Survival 1, Recon 1 or Natural Science (biology or earth science) 1
5
You perform an exemplary service for your patron. Gain a +1 DM to any one Benefit roll.
6
You spend several years Jumping from island to island in your voyager ship. Gain one of Deep Sea Navigation 1, Navigation 1, Pilot 1 or Mechanic 1.
7
Life Event. Roll on the Life Events table.
8
When dealing with a non-human race, you have an opportunity to gather extra intelligence about them. Roll either Persuade 8+ or Deception 8+. If you succeed, gain an Ally in your native realm and a +2 DM to your next Advancement roll. If you fail, roll on the Mishap table, but you are not ejected from this career.
9
Your voyager ship is one of the first on the scene to rescue the survivors of a disaster. Roll either Medic 8+ or Mechanic 8+. If you succeed, gain a Contact and a +2 DM to your next Advancement check. If you fail, gain an Enemy.
10
You spend a great deal of time on the fringes of the known sea. Roll Survival 8+ or Pilot 8+. If you succeed, gain a Contact in an non-human race and one level in any skill of your choice. If you fail, roll on the Mishap table.
11
You serve as the courier for an important message for a king or emperor. Either gain one level of Diplomat, or take a +4 DM to your next Advancement roll.
12
You discover a virgin island, a magic item or information of great worth to your Patron. You are automatically promoted.

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