Monday, July 4, 2011

The Entertainer - Worlds Apart

To continue with the Worlds Apart development, below is the Entertainer career.

Entertainer: Int 6+
–1 DM for every previous career.

Every culture in the world has entertainers, bringing joy and moral education to their audience.

•              Artist: You create art, such as painting, sculpture, or literature.
•              Performer: You perform, dancing, singing, and charming your way through society.
•              Spy: You travel the Forever Sea posing as an entertainer, performing from island to island. You’re actually gathering information for a merchant guild, crime syndicate, or noble house.

Career Progress:
Assignment
Survival
Advancement
Artist
Soc 6+
Edu 6+
Performer
Int 5+
Soc 7+
Spy
Int 8+
Int 5+

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

Skills and Training
Roll
Personal Development
Service Skills
Advanced Education (Minimum Edu 8)
1
+1 Edu
Art (any)
Advocate
2
+1 Int
Carouse
Broker
3
+1 Dex
Persuade
Art (any)
4
+1 Soc
Steward
Language 0 (no specialty)
5
Stealth
Diplomat
Investigate
6
Carouse
Streetwise
Deception

Roll
Assignment: Artist
Assignment: Performer
Assignment: Spy
1
Art (any)
Athletics (any)
Admin
2
Carouse
Art (any)
Deception
3
Gambler
Deception
Diplomat
4
Language (any)
Melee Combat (any)
Investigate
5
Persuade
Persuade
Melee Combat (any)
6
Art (any)
Steward
Stealth

Ranks and Skills
Rank
Title
Skill or Benefit
0
Entertainer
Trade (any) 0
1
Performer
Art (any) 1 or Language (any) 1
2
Master Entertainer
Magic 0
3
Artist
Streetwise 1 or Jack of All Trades 1
4


5


6



Mishaps
1d6
Mishap
1
Severely injured in action. (This is the same as a result of 2 on the Injury table.)
2
After three lovers in three days (a new personal best) the fourth is a bit peeved and decides to put you out to pasture. Roll Melee Combat 8+ or Persuade 9+ to escape uninjured.
3
You acquire a wealthy patron who’s always robed and hooded. During one of your many midnight meetings, you detect a distinctive serpentine continence to your patron in a mirror. Roll Deception 8+ and the patron does not notice your observation. If you fail, you can either throw Melee Combat 10+ or flee with an Athletics 8+ or Stealth 8+. If you fail, you wake up with a massive headache and you’re certain something has been done to you.
4
You hit a creative brick wall and realize that art is not for you. Lose your Mustering-Out roll for this term and become a Drifter. If you are a Spy, you may choose another career as normal.
5
You worked for several years on your greatest project, but its reception is far from expected. You cause a riot and barely escape with your life. You’re declared a blasphemer, an anarchist, and a wanted criminal. It’s time for a name change and a new career, methinks. Lose your Mustering-Out roll for this term.
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
You’re approached by a criminal organization that wants to steal some paintings or sculptures. If you’re a painter or sculptor, they’re willing to steal yours and hand them back over to you as long as you insure them through a “recalcitrant” moneylender who’s refusing to acquiesce to the gang’s demands. If you’re not a painter or sculptor, they request your social contacts to perform their heist. If you accept, roll Soc 7+ to gain a +3DM on one Cash Mustering-Out roll. If you decline (or you fail your Soc roll) you gain an Enemy.
4
A rich patron loves your work. Gain +2 DM to one Cash Mustering-Out roll.
5
You have a great run and can tell you’re improving. Gain one level in Art (any).
6
After a particularly fine performance or display, you find yourself sleeping for ten or twelve hours per day. In your sleep, you repeatedly perform the same actions over an over to a tune you can’t quite remember upon awaking. Gain Magic 0.
7
Life Event. Roll on the Life Events table.
8
One of your works gains notoriety among a non-human race - apparently it means something quite different to them than to your normal audience and is viewed as an inspired piece of art. Gain +1 Soc.
9
You travel extensively performing or supporting your work. You’re well-received and gain 1d3 contacts.
10
You are contacted by a spy. If you are a spy, you receive additional training to perform your mission. Gain Recon 1 or +1 Soc. If you are not a spy, you have the opportunity to become a Spy next term without having to roll to change careers and without starting over in rank. You also gain a Contact.
11
Though happenstance, 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 create or perform a work that will be remembered. You are automatically promoted.

It's 12:50 and I'm still up?

Yeah, I don't get it either. I have had a good productive day today though. Got a lot done on Worlds Apart and read a new OSRIC manuscript and accepted it. So I've got another Advanced Adventure in the works as well. As always, I'm looking for more AA manuscripts.

Now to bed. Happy B-day to the USA. May there be many more and may those who come after us be more healthy, wealthy, and wise than we.

Sunday, July 3, 2011

Sunday Un-Seriousness Double Header

 
 


And because leaving you only with Nyan Cat would be mean... Han Ross or Bob Solo?

Saturday, July 2, 2011

Oh, how I love my Rosie child...

Keeping Tabs on the Gen Con Booth

Thought I should draw my reader's attentions to the Old School Renaissance Group blog. I'm going to keep tabs on what books arrive as they show up at my door, so those of you who can make it to Gen Con will have an idea of just what's going to be at the booth. So drop by the OSRG blog ocassionally and get a sneak peak at Booth 1541.

Up Early and Rocking!

Up way too early and working. Thank goodness for The Sword. If you like metal/hard rock you must listen to the below.

Friday, July 1, 2011

I'm now on Twitter @Joseph_Browning

So I'm now a twit. Anyone want to follow me to receive my oh-so-delicious words of wisdom? :)

The Dweomercraefter - Worlds Apart Spell Users

Below are the Dweomercraefters. They are the primary human spell using careers, gaining their power through the three major different sources of magic.

Dweomercraefters: Mag 9+
+1 DM for every previous career
You must possess Magic 0 to start this career.

Magic powers reality and you can tap into that power.

•              Wizard: You can change the world with a thought, a word, and a gesture.
•              Priest: You pray to the divine and channel their power through you.
•              Philosopher: You express the higher orders of reality that lie beyond the understanding of the wizard and priest.

Dweomercraefters must choose their particular Dweomercraft specialty and Magical Talent specialty during their first term If dweomercraefting 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
Wizard
Edu 6+
Mag 7+
Priest
End 5+
Mag 7+
Philosopher
Int 6+
Int 8+



Mustering-Out

Roll
Cash
Benefits
1
500 sp
Voyager Ship Share
2
1,000 sp
Magic Item (any)
3
1,500 sp
+1 Mag
4
2,000 sp
+1 End
5
2,500 sp
Magic Item (any)
6
3,000 sp
Private Passage
7
4,000 sp
+1 Str, +1 Soc



Skills and Training

Roll
Personal Development
Service Skills
Advanced Education (Minimum Edu 8)
1
+1 Edu
Magic 1
Advocate
2
+1 Int
Dweomercraeft 1 (specialty)
Art (any)
3
+1 End
Magical Talent (specialty)
Diplomat
4
+1 Soc
Magical Talent (any human)
Magical Talent (specialty)
5
+1 Mag
Magical Talent (any human)
Magical Talent (any human)
6
+1 Str
Strength Burn
Any Science (any)



Roll
Assignment: Wizard
Assignment: Priest
Assignment: Philosopher
1
Art (any)
Advocate
Advocate
2
Leadership
Diplomat
Investigate
3
Magical Language (any)
Leadership
Magical Language (any)
4
Magical Talent (any human)
Magical Language (any)
Magical Talent (any human)
5
Magical Talent (any human)
Magical Talent (any human)
Medic
6
Persuade
Steward
Any Science (any)



Ranks and Skills

Rank
Title
Skill or Benefit
0
Apprentice
 Magical Language (any)
1
Dweomercraefter
Agriculture (any) 1 or Language (any) 1
2

Any Science (any)
3
Master Dweomercraefter
Dweomercraeft 2 (specialty)
4
High Dweomercraefter
Leadership 1
5
Grand Dweomercraefter
Dweomercraeft 3 (specialty)
6





Mishaps

1d6
Mishap
1
Severely injured in action. (This is the same as a result of 2 on the Injury table.)
2
Something there is that does not want you alive and healthy. Something that resides within you. When you sleep, roll Magical Strength 3+ to avoid losing 1 point of Endurance from the insubstantial and amorphous shadow that dwells within. Once a fortnight, roll Magical Strength 5+ to avoid the black touch.
3
You accidentally contact a long-dead spirit and it temporarily possesses you. During the possession, you commit a terrible crime, but you manage to push out the spirit and flee the scene before being caught. You gain 2 enemies: one of the family you wronged and one of the spirit that still haunts this earth, searching for you.
4
Something terrible happens during the casting of spell, backfiring the magical energy upon you. Unfortunately, your failure was witnessed by many people. Lose 1 point of Social Standing.
5
You get caught in the middle of a massive peasant revolt and subsequent Reign of Terror. You manage to get out with your life, but you take a -1 DM to every Mustering-Out roll for this career.
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
You’re taken by one particular type of Art. Gain Art 1 (any). Additionally, if you have another term in this career, roll Art 8+ during that next term. If you succeed, you’ve unlocked a new connection between art and magic and gain +1 Magical Strength.
4
You find a lucrative way to practice your dweomercraeft. Gain +2 DM to one Cash Mustering-Out roll.
5
You present a lecture concerning magical theory before a conclave of peers. Gain 1d3 contacts.
6
You have a vivid and powerful dream in which you gain new understanding. Throw Education 8+ to increase a Magical Talent you already possess by 1 level.
7
Life Event. Roll on the Life Events table.
8
You make a pact with a non-human spell caster who covertly provides you knowledge concerning the race’s magic in In exchange for a service to him in the future. Gain Dweomercraeft (any non-human race) 1.
9
You gain a mentor who pushes you to new heights. Gain one level in a Magical Talent you already possess or gain a new Magical Talent.
10
During a long day of mediation and magic, you stumble with your final worlds. A bright flash of nacreous light fills the area. You wake up to find your eyes absorbed the light and now radiate a soft glow of a similar color (as bright as a candle). Your vision is in no way reduced. If you possess Magical Talent (enchantment), you gain a +1DM to all your rolls when activating that talent.
11
An influential noble takes interest in you, inviting you into her 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.

  © Blogger template The Professional Template II by Ourblogtemplates.com 2009

Back to TOP