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.
|
No comments:
Post a Comment