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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