New Class: the Adventurer

This is an attempt to create a generic class, a character who can come from a number of backgrounds.

The Adventurer
Adventurers can come from all walks of life. Some are rogues and thieves, others skilled warriors and duellists, assassins, pirates even scholarly types with a taste for adventure and exploration. While others seek magical wisdom, or follow a moral code, the adventurer merely wants to seek excitement, prove their skills or discover new parts of Magnamund.

Combat Skill and Endurance:

To find out an Adventurers Combat Skill, pick a number from the random number table and add 10.

To find an Adventurers Endurance, pick a number from the random number table and add 20.

Adventurer Talents
No two adventurers are the same, and the journey they take is highly individual. Talents represent the skills and experiences such characters pick up along the way, and is shaped by the lives an adventurer leads. Some concentrate on martial disciplines, rivalling even those of Knights, while others prefer more stealth and subterfuge. Some even may prefer to use their wits and brains rather than brute force. Talents are loosely divided into three categories: Rogue, Warrior and Scholar. Everytime a character achieves a new rank, they gain a talent from any category, based on the personality and direction of the character. For example, for stealthy assassin type, warrior and rogue talents would be most appropriate.

Most talents provide a Bonus equal to half the characters Rank (rounding down) to specific tests.

Rogue Talents

Sleight of Hand
Adventurers with this talent are adept at various nefarious activities, such as lock picking, pick pocketting, disarming traps or palming objects. They may apply their Bonus to all tests involving intricate dexterous tasks. Criminal types can be expected to earn a number of crowns each day from various pursuits, equal to their Bonus.

Beguilement
Adventurers with this talent are skilled at bluffing, fast talk, disguise and any form of untruth, applying their Bonus to all such tests.

Swashbuckling
Some adventures favour flamboyant acrobatic displays, such as swinging on chandeliers or climbing castle battlements for a maidens kiss. Such adventurers may apply their Bonus to all such acrobatic tests.

Shadow Blade
Adventurers with this talent are adept at striking at unaware targets, or those already engaged. They gain +2 CS when striking an engaged target (in addition to the normal +2 CS), or for those targets that are unaware. This bonus applies to the first combat round of any such engagement, and the adventurer can only use a dagger or shortsword.

Concealment
Adventurers with this talent are adept at hiding in shadows, applying their Bonus to all attempts at hiding or moving stealthily.

Troubadour
Adventurers with this talent are able to entertain a crowd by playing an instrument, telling a story, acting, dancing or singing. Such characters often find themselves travelling with troupes across Magnamund, or employed in the royal courts if they are lucky. Such a character can be expected to earn a number of crowns each day, equal to their Bonus. They may also apply this bonus to any tests involving performance.

Night Eyes
Adventurers with this talent learn to see reasonably well in darkness, and suffer only -4 CS, rather than -8.

Streetwise
Adventurers with this talent are adept at dealing with criminals, and may apply their Bonus to all tests involving finding a thief guild member, fencing goods, obtaining contraband or dealing with criminal types.

Warrior Talents

Street Fighting
Adventurers with this talent are used to fighting in bar rooms across Magnamund. They may fight unarmed at -2 CS, and may use improvised weapons at -1 CS, rather than the normal penalties.

Horsemanship
Adventurers with this talent are adept at riding and caring for horses, and may apply their bonus to all appropriate tests involving horses. Such characters are also adept at fighting from horseback, and gain +2 CS when attacking an enemy on foot, from the saddle.

Leadership
Adventurers with this talent are adept at leading others into battle. At the start of combat, pick a number from the random number table, adding your COMBAT SKILL as a Bonus. For any ally whose CS you exceed, they gain +2CS for the battle, due to your inspirational words and natural charisma.

Combat Mastery
Adventures with this Talent are adept at using weapons, increasing their COMBAT SKILL by 1 point, permanently.

Expert Parry
Adventurers with this Talent may ignore 1 EP loss each round of combat.

Flurry of Blows
Adventurers with this talent inflict an additional 1 EP of damage each combat round.

Fortitude
Adventurers with this talent may increase their ENDURANCE by 2 permanently.

Scholar Talents

Craftmanship
Adventurers with this talent are good with their hands, and may apply their Bonus when creating or crafting items, or when recognizing the quality of items they encounter. They may earn a number of crowns each day equal to their Bonus, as a skilled craftman.

Gift of Tongues
Adventurers with this talent find it easy to pick up languages, and may apply their Bonus to any tests involving understanding languages.

Scholarship
Adventurers with this talent spend a lot of time in dusty libraries and may apply their Bonus to any tasks related to book learning and research.

Courtly Etiquette
Adventurers with this talent are aware of the customs and etiquette of the nobility, and may apply their Bonus to all tests based on heraldry, courtly manners or noble pursuits.

Mysticism
Adventurers with this talent gave some knowledge of the mystic arts, and
may divine fortunes, using cards, dice, crystal balls or the heavens. Such predictions take time and preparation, and a test is made by the GM in secret, using the characters Bonus. Such information revealed is often cryptic and open to interpretation- the higher the result, the greater clarity the vision. Such visions may involve a dangerous situation, if the target is walking towards danger, or possible an item or person they are likely to encounter. Such divination can never reveal plot sensitive information, however, merely offer clues.
 
And... I think I have a test party for the first two Adventures.

We'll have Rimmer Deschayne a second son Noble adventurer, Toade, his Ogran Companion and Swift Lynx a female Kai who somewhat resents a couple of mercanaries tagging along on her mission.
 
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