Monday, October 24, 2011

Dwarves - Worlds Apart

I'm still plugging away at World's Apart - my take on a fantasy Traveller (the Mongoose OGL Version). One of the things I'm trying to do differently with World's Apart is I'm trying to remain faithful to the nature and focus of the Traveller rules on exploration, trade, and ships while bringing in the fantasy element, as opposed to simply using the Traveller rules to make a more generic fantasy game. I'm not interested in "playing D&D" with different rules. I want to play Traveller in a different environment.

So with that, here's the first non-human race - Dwarves. You notice that non-humans in Worlds Apart are significantly tougher than humans. This is for two reasons. One, they're all optional as I expect the players to be all human and two, they have to be tougher to actually make the mythical races mythical. Balance shmalanch, I'm interested in options.


Dwarves
Dwarves are a hardy and artistic race, quick to love, laugh and brawl. They love a good little fight and quickly well up with deep emotion at the drop of a hat. They are an intrinsically non-magical race with a preternatural understanding of mechanical works. Their love of wealth is well-known and true and is matched only by their love of drink.

Characteristics: Dwarves add a +1 to Strength and Endurance. Dwarves have a maximum of 17 in those two abilities.

Special Effects: Every time a dwarf is directly and personally subjected to some magical effect, there is a slight chance (throw 12+ without modifiers of any sort) that it simply does not work. This does not work on magic that affect an area, only upon magic that targets the dwarf specifically. Surprisingly, dwarves have no difficulties using magic items.

Background Skills: A dwarf gains background skills as does a human. However, all dwarves gain Mechanic 0 as an additional background skill.

Careers: A dwarf character must go through two terms as a dwarf before other careers (except drifter) are allowed. Of course, a dwarf may choose to remain in the dwarf career. Dwarves do not count their required two dwarf terms when determining their number of previous careers for qualification purposes. Unlike humans who begin rolling on the aging table at the end of their 5th term, dwarves do not start rolling on the aging table until at the end of their 10th term. A dwarf may never learn to use magic: if such is indicated, ignore the result.

Qualification: End 5+
–1 DM for every previous career.

Assignments: Choose one of the following:
•              Brawler: You love a good fight and are always ready for another. Death in combat is your destiny.
•              Bawler: All those who die need remembrance. You remind your people of those who have gone before.
•              Bastard: You realize that between the battle and the tears, there’s money to be made.

Career Progress
Assignment
Survival
Advancement
Brawler
End 6+
Edu 6+
Bawler
Soc 5+
Edu 6+
Bastard
Edu 4+
Int 6+

Mustering-Out
Roll
Cash
Benefits
1
2,000 sp
Magic Item (weapon)
2
3,000 sp
+1 End
3
4,000 sp
Voyager Ship Share
4
5,000 sp
+1 Str
5
6,000 sp
Magic Item (any)
6
7,000 sp
+1 End
7
8,000 sp
+2 Soc, +1 End, +1 Str

Skills and Training
Roll
Personal Development
Service Skills
Advanced Education (Minimum Edu 8)
1
+1 Str
Art (any)
Leadership
2
+1 Soc
Athletics (any)
Medic
3
+1 End
Broker
Missile or Melee Combat (any)
4
+1 Edu
Mechanic
Social Science (history)
5
Gambling
Melee Combat (any)
Streewise
6
Melee Combat (unarmed)
Melee Combat (unarmed)
Tactics (military)

Roll
Assignment: Brawler
Assignment: Bawler
Assignment: Bastard
1
Athletics (any)
Art (any)
Admin
2
Carouse
Carouse
Advocate
3
Melee Combat (any)
Melee Combat (any)
Broker
4
Missile Combat (any)
Persuade
Jack of All Trades
5
Recon
Stealth
Melee Combat (any)
6
Streetwise
Streetwise
Streetwise

Ranks and Skills
Rank
Title

0
Dwarf
Carouse 1
1
Jackjaw
Melee Combat (any) 1 or Missile Combat (any) 1
2
Stonefist
Streetwise 1
3
Ironhand
Leadership 1 or  Persuade 1
4


5
Master Dwarf
Tactics (military) 1 or Leadership 1
6



Mishaps
1d6
Mishap
1
Severely injured by a case of a smart mouth at the wrong time. (This is the same as a result of 2 on the Injury table.)
2
Not everyone appreciates a singing drunk. Roll Melee Combat 8+ to avoid injury. Roll on the Injury table treating a 1 result as a 6.
3
Magic fails you at an important time, leaving you wounded. Reduce a randomly determined characteristic by 1 point.
4
You make a shady deal that comes back to bite you in the rear end. Leave your career and suffer a -1 to your mustering out throw. If you have not completed two terms as a dwarf you become a drifter for your next career.
5
You drink much more than you should, even for a dwarf. You must make at least one cash Mustering-Out roll and that roll is reduced by 4 points.
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 knowledge for your abilities. Gain Missile Combat 1 (any).
4
The lure of the city calls you. Gain one of Streetwise 1, Carouse 1, Gambling 1 or Language (any) 1
5
A rich patron finds you very useful. Gain +2 DM to one Cash Mustering-Out roll.
6
You somehow end up in a library and find yourself interested in the sciences. Gain 0 in two different Any Sciences (any)
7
Life Event. Roll on the Life Events table.
8
You act as a go-between between two parties whom wish none to know of their contact. Gain one of Diplomat 1, Melee Combat (any) 1, Missile Combat (any) 1, or Stealth 1.
9
You make a big score and fund some education outside your normal scope. Gain one of Diplomat 1, Pilot 1 (any), or Tactics (naval) 1.
10
You perform a valuable service to your people. Gain +1 Social Standing. 
11
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 show great courage and valor in combat. You are automatically promoted.

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