Thursday, June 30, 2011

The Drifter - Worlds Apart

Here's the first full class for Worlds Apart. This is the one that you get stuck in if you fail to achieve the career you really desire. It's generally a second-class choice and, I think, represents being down-on-one's-luck pretty well.

Drifter: Automatic
Everyone’s got a hard-luck story they’re ready to tell at the drop of a hat. Everyone’s been down and out - unsure of what to do and how to do it.

•              Native: You spend the term living among a basic people, learning their skills and ways.
•              Traveler: You wandered about, island to island and inter-island, calling no place home.
•              Scavenger: You are stuck in a large metropolis, low on money and unable to reach friends. Life is hard.

Career Progress:
Assignment
Survival
Advancement
Native
Soc 8+
End 6+
Traveler
Edu 8+
Int 7+
Scavenger
Int 8+
End 6+


Mustering-Out
Roll
Cash
Benefits
1
100 sp
Voyager Ship Share
2
200 sp
Crew Passage
3
400 sp
Magic Item (any)
4
600 sp
Ally
5
1,200 sp
+1 Edu
6
2,400 sp
+1 End
7
5,000 sp
1d6 Voyager Ship Shares


Skills and Training
Roll
Personal Development
Service Skills
No Advanced Education
1
+1 Str
Deception
None
2
+1 End
Language (any)
None
3
Jack of all Trades
Persuade
None
4
+1 Int
Athletics (any)
None
5
+1 Edu
Stealth
None
6
+1 Dex
Streetwise
None


Roll
Assignment: Native
Assignment: Traveler
Assignment: Scavenger
1
Agriculture (any)
Admin
Broker
2
Magic 0
Animals (riding)
Gambler
3
Missile Combat (any)
Broker
Melee Combat (unarmed)
4
Recon
Language (any)
Persuade
5
Stealth
Persuade
Stealth
6
Survival (any)
Survival (any)
Streetwise


Ranks and Skills
Rank
Title
Skill or Benefit
0
Drifter

1
Wanderer
Recon 1 or Streetwise 1
2
Wayfarer
+1 End
3
Nomad
Gambler 1 or Missile Combat (any) 1
4
Loner
Melee Combat (any) 1 or Medic 1
5


6




Mishaps
1d6
Mishap
1
Severely injured in action. (This is the same as a result of 2 on the Injury table.)
2
You find yourself doing demeaning, but legal, things to survive. Lose 1 point of Social Standing.
3
You find a cache of ancient treasure hidden where no one thought to look and foolishly fail to keep your mouth shut. The discovery leads to a great row between the religious and non-religious in the nearby community. Roll Soc 8+ to avoid rolling 1d6+1 on the injury table.
4
You spend a draining and strange week surrounded by talking trees. By the Gods, you don’t remember how you got there, how you got back, and what you did wherever you were, but you’re certain it means something important. Lose 1 point of Magic Strength.
5
You enter into an arrangement with some non-humans, but misunderstand their desires and end up beaten and bruised as you fail to uphold your end of the bargain. Gain a non-human Enemy.
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
Although accustomed to desperate situations, you encounter one beyond normal - grim, gritty, and brutal. Roll Melee Combat (any) 8+ to avoid rolling on the injury table. If successful, gain an Ally and a free Cash roll (1d6-3, treat lower than 1 as 1)
4
Nothing happens. Well, nothing seems to happen. Gain Magic 0.
5
You hit a bit of luck. Gain a +1 DM to any one Mustering-Out roll.
6
You befriend someone who is living far below his rank. He teaches you a skill before dying. Gain one of Magic 0, Trade (Shipbuilder) 1 or Steward 1.
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 stumble upon an injured woman. Roll Medic 4+ to prevent her dying. If you succeed, gain +1DM to any one Muster-Out roll. If you fail, gain a Magic Item (other) and an Enemy.
10
You stumble into an ancient burial ground, angering the restless dead within. Roll 8+ using Melee Combat (any) or Missle Combat (any) to avoid an injury. Gain 1 point of Magical Strength.
11
You save the life of a local bigwig. Either gain +1 Soc, or take a +4 DM to your next Advancement roll.
12
Times are tough, but you’re tougher. Gain a +4 DM on your next roll to qualify for a new career.

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