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    Fourislands

    composed the sultry chain,

    oating upon a bright blue sea undera tropical sun, each island gradually decreas-

    ing size as the eye passed rom north to south.Tey were mountainous, etched with deep valleys,

    and covered with lush oliage. Greysolt surveyed thechain as best he could with his spyglass, tak ing the longest

    time upon the southernmost island, covered in a hazysteam o warm clouds. Te crew oTe Dromedary

    remained silent as the Captain surveyed what no

    other voyagers had ever seen. Each held di-erent thoughts in the silence: thoughts oreceptive natives, thoughts o resh waterand resh ruit, thoughts o spices

    unknown to the civilized world,

    thoughts o slaughter and pillage.

    Tecrew was a

    motley sort, a dozen

    or so hardened men andwomen in their late 30s. Each

    had another lie behind them;some, several dierent lives. Tey

    were unreliable in the mainstay, but

    rock-solid in a clutch. Tey bickeredand euded as they worked, helping each

    other make Te Dromedary move,breath, and live. Teir ship was not just

    a thing o wood and artice, it was acollection o elemental powers: it

    was a voyager ship.

    Greysolt

    declared theall clear indicating

    an isolated cove to dropanchor, and the crew jumped

    into action. Several went into the hullto tend to the elementals bound within

    eldritch machinery, but most headedtowards their cabins, gathering

    various equipment or the

    coming landing. Tecove beckoned,the unknowncalled. Te Dromedary

    calmly pulled intothe bay and slowed to

    drop anchor. wo dinghiesplopped into the water, and their

    crew descended into the rocking ships.Crossbows ready, the small cra rowed tothe black sand shores. Behind the shoresa seemingly impenetrable wall o

    vegetation dazzled in a multi-colored display. Now, toheed the call

    Worlds ApArt

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    Long ago, the god of the soil and the goddess of the sea became lovers. Their union created the world composed of number-less islands in an endless sea. Upon these islands other creatures were born from the labors of other gods. These creaturesgrew and learned and prospered for countless generations, sailing upon the welcoming seas. After eons, after the rise andfall of hundreds of empires and kingdoms, Soil and Sea argued and rent the world asunder. The once-welcoming seas nowstranded any that dared travel beyond the sight of land in a gigantic never-ending ocean upon wh ich they died from priva-tion. The once-interconnected islands were isolated, only able to communicate with other nearby islands for a ship neededto keep some type of shore in sight to avoid the terrible fate of those stranded in the Forever Sea. Each island or group ofislands became independent worlds set apart from their brothers. This new and terrible isolation lasted as along as the erabefore it, and many new creatures, new gods, and new peoples were born during the long separation.

    Thisageofisolationendedwhenanunidentiedgoddess,allegedlyadaughterofSoilandSea,taughtthepeoplesthe secret of taming elementals to create ships that could navigate through the Forever Sea. She believed that a return totherstagewouldrekindletheaffectionsthatSoilandSeaoncehadforeachother.Unfortunately,thediscoveryofhergift of knowledge was met by anger and rage by all of the gods, both new and old, and she was imprisoned in the sky,transformed into a cloud cursed to move forever against the wind. But the wondrous gift of Obstinate Cloud (as she isnow named by those who tell h er story) could not be undone, and the peoples of the islands began to explore a newlyboundless world in their strange voyager ships.

    Worlds ApArt

    Worlds Apart is a antasy role-playing game set during a periodo expansion and exploration. For countless centuries, people

    were separated rom each other upon their own single landmass,essentially worlds apart. But a recent magical invention, thevoyager ship, ound a way to pierce through the deadly oceansseparating the people, and a giant melting pot o civilizations burst

    into existence nearly overnight. Play begins several hundred yearsaer the development o the voyager ship, and great new empires omight and trade have risen rom the rst chaotic contacts. Unlike

    most antasy games, Worlds Apart assumes that players will bemost interested in exploration and trade using voyager ships to

    travel throughout the Forever Sea. Worlds Apart campaigns tendto revolve around several dierent themes: trading, exploring,military, or mixed.

    rading: Te lieblood o all civilization, trade is at the rooto almost all human endeavors, be it a goal in itsel or the source

    o wealth that drives art and architecture. Characters engaged ina trading campaign tend to travel along relatively known paths,ocusing on acquiring wealth through more sedate trade ventures.In a campaign ocusing on traveling known paths, politics, intrigue,

    and perhaps a little ship-to-ship combat will ll the game as theplayers try to nesse or muscle their way around the larger tradingenterprises and the many political entities.

    Exploration: Although voyager ships have been available orquite some time, there is still more terra incognita t hat needs to be

    explored. Much o this is on the ringes o the known world, butthere are still pockets o unexplored ocean everywhere. A less usualtype o exploration game involves surveying the interiors o largeand unexplored islands.

    Military: Military campaigns are easy to create and run inWorlds Apart. All the players have a similar background and servein a unit together, combating pirates, other armies, or strange

    magical races bent upon destruction. Military campaigns can bea lot o un to run and play, so i youve never done so, consider

    a military-oriented game you may nd your group ready orsomething new. Mixed: Te traditional Worlds Apart campaign is a mixtureo two o the above options. rading and exploration gives you thegreedy explorers, daringly going out into the Forever Sea searching

    or that special island that has that new commodity that will makethem all rich beyond their wildest dreams. rade and militaryeatures the group given orders to orge alliances and trade routesthrough orce and guile, while military and exploration campaigns

    ocus on nding new islands and new civilizations, bolding goingwhere no one has gone beore.

    Eect otal Result

    Less than6

    Exceptional Failure: Te character ailed ascompletely as it is possibly to ail. Anything thatcan go wrong goes wrong. I attempting to repaira device, the device is urther damaged or even

    destroyed. In a social situation, the character getsinto urther trouble.

    2 to 5 Average Failure: Te character has ailed the task.

    1 Marginal Failure: Te character has almost,almost succeeded, and the Reeree may permit

    him to scrape a success i he takes a signicantconsequence. Such as a character trying to jumpacross a chasm hangs onto the ar side by hisngernails but can only pull himsel up i he drops

    his leather backpack.

    0 Marginal Success: Te character barely succeedsat the task, and may have to accept a condition onhis success. He xes the engine but it wil l overheat.He nds a buyer or the goods but the buyer is an

    untrustworthy criminal.

    15 Average Success: Te character succeeds.

    6+ Exceptional Success: Te character succeeds in animpressive and elegant ashion.

    Eect able

    Die Rolling ConventionsWorlds Apartuses two six-sided dice or most rolls. Below are a ew

    o the conict resolution terms used in the game. Check: o determine i a character succeeds or ails at aparticular task, the player must make a check. o make a check, theplayer rolls 2d6 and adds any appropriate Dice Modiers (such as askill his character possesses or a bonus rom a piece o equipment).

    I the total is equal to or greater than the target number or thatcheck, he succeeds. A check will usually have a skill or characteristicassociated with it. For example, a check o Dex 8+ means roll 2d6,add your Dexterity Characteristic Dice Modier, and you succeedi you have a total result o 8 or more. Checks are also sometimes

    called throws. Dice Modier (abbreviated to DM): A number to be applied

    to a die roll b eore it is used. Dice Modiers are preceded by a sign,which indicates i the number is to be added to or subtracted rom

    the roll. For example, a Dice Modier o 2 indicates that two isto be subtracted rom the roll; a Dice Modier o +4 indicates thatour is added to the roll. arget Numbers: In many checks, the player needs to rollequal to or above a specic number (usually, eight or more). Tis is

    denoted by a number ollowed by a plus, such as 8+ or 10+. Eect: I the degree o success is important, then subtract thetarget number (typically 8) rom the total o the dice roll plus DiceModiers. Tis margin o success is reerred to as the Eect. Forexample, i roll a 10 on a check with a target number o 8+, you

    have an Eect o 2 (108=2). I you roll a 6 on the same check, youhave a 2 Eect (68=2).

    Character Generation SequeCharacters in Worlds Apartbegin with a long histo

    ypically, theyve served close to two decades icareers and are experienced proessionals, not tthe-ears characters o other role-playing games. Tcharacter is created randomly during the character ca player should interpret the results o the die rolls

    back-story. It is recommended that rolling up group endeavor as theres a lot o un to be had in tstorytelling resulting rom character creation.

    A. Generate Abilities1. Roll 2d6 or each o your characteristics. I you

    arrange them in the order you preer. Te abili

    (Str), Dexterity (Dex), Endurance (End), InEducation (Edu), Social Standing (Soc), M

    (Mag).

    B. Choose Background Skills1. Choose your background skills based upon y

    and your choice o home island. Also, you g

    language or ree at skill level 1.

    C. First erm o First Career1. Choose 1st Career2. Choose Assignment

    3. Succeed on Qualication Roll. I ailed, submit or the Drier Career.

    4. Gain all the skills listed in the Service Skills tunless stated otherwise.

    5. Roll 1d6 on the appropriate skill table or yougain a skill or roll on the Advanced Education t

    the requirements.6. Roll 2d6 to see i you survive the 4 year term. I

    to step 8; i you ail, rst go to step 7.

    7. Roll on Mishap able and leave this career - doMustering-Out table or this term. Go to step D

    8. Roll on the Events table and see what happensaccordingly.

    9. Roll 2d6 to see i you advance in your career. note any gained skills rom that advancement.

    10. Roll on the Mustering-Out able i youre leaChoose Cash or Benets and proceed to step nal career beore beginning play. I youre

    career, store up your Mustering-Out roll oproceed to step E.

    D. First erm in Subsequent Careers1. Choose 2nd (or 3rd or 4th) Career

    2. Choose Assignment

    3. Succeed on Qualication Roll. I ailed, submit or the Drier Career.

    4. Pick one o the skills listed in the Service Skills t

    at Level 0 unless stated otherwise.5. Roll 1d6 on the appropriate skill table or you

    gain a skill, or roll on the Advanced Educatimeet the requirements.

    6. Roll 2d6 to see i you survive the 4 year term. I

    to step 8; i you ail, rst go to step 7.

    d66: You can use two six-sided dice to randomly generate 36 resultsby designating one o the dice as the tens die and the other as theones die. Youll nd this type o roll in the trade section.

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    7. Roll on Mishap able and leave this career - do not roll on theMustering-Out table or this term. Go to step F.

    8. Roll on the Events table and see what happens. Apply changes

    accordingly.9. Roll 2d6 to see i you advance in your career. I you advance,

    note any gained skills rom that advancement.10. Roll on the Mustering-Out able i youre leaving this career.

    Choose Cash or Benets and proceed to step F i this is yournal career beore beginning play. I youre not leaving thecareer, store up your Mustering-Out roll or this term andproceed to step E.

    E. Additional erms in the Same Career1. Roll 1d6 on the Personal Development table, the Service Skills

    table, or the Assignment table to increase your statistics or gaina skill. Optionally, roll 1d6 on either the Advanced Education

    table i you meet the requirements or on the Commendationtable i you were commended (only Soldier and Sailor careers).

    2. Roll 2d6 to see i you survive the 4 year term. I you succeed, goto step 4; i you ail, rst go to step 3.

    3. Roll on Mishap able and leave this career - do not roll on the

    Mustering-Out table or this term. Go to step D.4. Roll on the Events table and see what happens. Apply changes

    accordingly.5. Roll 2d6 to see i you advance in your career. I you advance,

    note any gained skills rom that advancement.

    6. Roll on the aging table i this is your h (or later) term.7. Roll on the Mustering-Out able i youre leaving this career.

    Choose Cash or Benets and proceed to step F i this is yournal career beore beginning play. I youre not leaving this

    career, store up your Mustering-Out rolls until you nallyleave this career, at which point you make all o your storedup rolls at once.

    F. Buy Stu1. End character generation by mustering out o your nal career

    and buy whatever stu youd like using the money youveacquired. Work with your GM to see what is appropriate andavailable to your character.

    2 I theres a chance you can draw a pension (you leave aer t he 5th

    term in a carrer), make your Soc roll and determine the resultusing the Pension table.

    G. Final Steps

    1. I your GM approves, you can create connections betweenyour character and other players characters by incorporatingthem into your history as people you contacted during rolledEvents. You gain a skill that is related to that contact, and theother character gains one as well. You can do this twice.

    2. As a group, select a Skill Package that ts your ideas o what the

    group needs.

    CharacteristicsEvery person and creature in Worlds Aparthas seven characteristics

    (also called abilities or statistics) that describe their base mentaland physical potential. Roll 2d6 or each characteristic. 15 is humanmaximum. Characteristics may provide a Dice Modier (DM)

    Strength (Str): A characters physical strength, tness andorceulness o body.

    Dexterity(Dex): Physical co-ordination and agility, reexes.

    Endurance(End): A characters ability to sustain damage, staminaand determination.

    Intelligence (Int): A characters intellect and quickness o mind.

    Education (Edu): A characters learning and experience.

    Social Standing(Soc): A characters reputation and standing.

    Magical Strength (Mag): A characters magical power.

    Characteristic Score Dice Modier

    0 3

    1-2 2

    3-5 1

    6-8 +0

    9-11 +1

    12-14 +2

    15-16 +3

    17-18 +4

    19-20 +5

    Characteristic able

    Skills

    I a character has no level in a skill, then he is untrained and willsuer a 3 Dice Modier when trying to use that skill. Some skillscannot be used i untrained.

    I a character has zero level in a skill (Skill 0), then he iscompetent in using that skill, but has little experience. He does

    not get any bonus rom his skill ranks when using that skill but heavoids the penalty or being untrained.

    I a character has one or more level in a skill (Level 1, Level2, and so on) then he is trained in that skill. Each rank represents

    several years o experience using that skill. A character with Level23 in a skill is a skilled proessional in that eld.

    Some skills have specialties specialized orms o that skill.A character picks a specialty when he gains level 1 in a skill withspecialties. For example, a character might have Animals 0, al lowing

    him to make any Animals skill checks without an unskilled penalty.He might then gain a level in Animals, giving him Animals (Riding)1. He would make all Animals checks involving Riding at a +1 DM,but would make all other Animals checks at a +0 DM. A character

    can have multiple specialties in a skill a beast handler might haveAnimals (Riding) 1 and Animals (raining) 2. He would makechecks related to Riding with a +1 DM, checks related to rainingwith a +2 DM and all other Animals checks with a +0 DM.

    Not all skills with specialties act in such a manner, however.

    See individual skill descriptions or more details on which skillsallow characters to make 0- level skill checks in all specialties andwhich ones do not. Skills that allow 0-level skill checks are termedbroad skills. Tose that do not allow 0-level skill checks are callednarrow skills. Some skills are broad excepting certain specialties.

    Background SkillsBeore embarking on your careers, you get a number o background

    skills equal to 3 + your Education DM (1 to 5, depending on yourEducation score). Home Isle: Growing up on your home isle gave you three skillsthat depend on the islands nature. You can select one o the skillsthat match your home isles island description and trade codes. I

    you came rom an island already established, then consult thosesources or the islands description. I you come rom an islandthat does not provide enough background skills options, select thesecond skill option as well. I that is still not enough, consult withyour GM about what skills are appropriate or your character.

    Ag ri cu lt ur al ( Ag ) Ag ri cu lt ure 0, Sur vi va l 0

    Arid (Ar) Survival 0, Science 0

    Cold (C) Survival 0, Science 0

    High Magic (Hm) Magic 0, Language 0

    H ig h Pop ul at ion (Hp ) St re et wi se 0, r ade 0

    H ig h e ch no lo gy ( Ht ) r ad e 0, Se a ar er 0

    Hot (H) Survival 0, rade 0

    Industrial (I) rade 0, Streetwise 0

    Large (La) Language 0, rade 0

    Low Magic (Lm) Science 0, Seaarer 0

    L ow Pop ul at io n ( Lp ) Sur vi va l 0 , A ni ma ls 0

    L ow e ch nol og y (Lt Or ie nt ee r 0, Su rv iv al 0

    Lush (Lu) Animals 0, Agriculture 0

    Poor (P) Agriculture 0, Orienteer 0

    Rich (R) Carouse 0, Streetwise 0Small (S) Leadership 0, Seaarer 0

    Home Isle Background Skills able

    Education: Your youthul education and experience gives youa basic level o competence in one additional skill, plus or minus

    your Education DM. Any character may choose rom the ollowinglist: Admin 0, Advocate 0, Agriculture 0, Animals 0, Art 0, Carouse0, Drive 0, Gambler 0, L anguage 0, Persuade 0, rade 0.

    CareersAt many points during a career, a character will have to make a

    check o some sort. Most o these checks are characteristic checks roll 2d6, add the DM rom the listed characteristic, and try to geta total higher than the listed value. A check o Int 8+ means roll2d6, add your Intelligence DM, and you succeed i you roll an 8or more. A ew throws are skill checks, where you add any levels

    in that skill and the DM rom an appropriate characteristic. Forexample, a throw o Gunnery 8+ would mean roll 2d6, add yourGunnery skill and the DM rom an appropriate characteristic suchas Dexterity, and get over 8 to succeed.

    Beginning Age and erm Length: You begin your rst careerat age 16. Each term lasts or 4 years. Qualication: What you need to roll to enter that career. I youail this check then you cannot enter your chosen career this term.You must then submit to Impressment or the Drier career or this

    term. You suer a 1 DM to qualication rolls or each previous

    career you have entered. Once you leave a career yoto it. Impressment and the Drier career are except you can be Impressed back into a previous career were ejected and the Drier career is always open. Skills and raining: Each career has skill ta

    with it Personal Development, Service Skills, SpeAdvanced Education. In each term you spend in a o these tables and roll 1d6 to see which skill you inonly roll on Advanced Education i your characte

    qualication (usually Education 8+ or a certain Ronly roll on the Commendation Skills i your careeyou have received a commendation.

    Skills can be listed with or without an associrank is listed, then you gain that skill at Level 1 i y

    it already, or increases its level by one i you are althat eld. I a rank is listed, then you gain the skilllong as it is better than your current level in that sk Early raining: For your rst career only, youlisted in the Service Skills table at Level 0 as your

    For any subsequent careers, you may pick any one sService Skills table at Level 0 as your basic training

    Survival: Each career has a survival roll. I yroll on the mishap table. Tis mishap orces you to

    unless stated otherwise. You lose the benet roll term only. A natural 2 is always a ailure.

    Events: I you are still in your career aesurvival roll, roll on the events table to see what inbeall you this term. Some events give a b onus DM

    rolls or give automatic advancement. You can appcommission rolls also. Commendation: Tis only applies to the caand Sailor. A character who earns a commendatito additional skills due their commendable pero

    commendation skills table. Advancement: Each career has an advancemmake a successul Advancement roll, then you mrank and gain an extra roll on any o the Skills and

    or this career. You also get any benets listed orYou may only attempt to advance once per term.

    I your result is equal to or less than the numbhave spent in this career, then you cannot continuaer this term. Either your services are no longer r

    are simply bored and want a new challenge. I you rthen you must continue in this career.

    Ranks and Benets: You start at Rank 0 in yotime you succeed at an advancement check, you ad

    Some ranks have benets associated with them, suor more benets. You gain these benets when you Mustering-Out: When you leave a career or gain material rewards rom that career. Tere are tw

    and Benets. You get one Mustering-Out roll per Leaving due to a mishap means you lose the roll onot previous ull terms in that career. I you havebetter, add a +1 DM to your cash rolls.

    I you reached rank 1 or 2, you get an extra bleaving that service. I you reached rank 3 or 4, yo

    benet rolls, and i you reached rank 5 or 6, youbenet rolls and may apply a +1 to rolls on the Beyou gain rom that career. Tese extra rolls are onnot cash rolls.

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    Driers and Impressment: You may attempt to enlist in onecareer each term i you are not continuing on in an existing career.I you ail to achieve a new career, you have two options. You maybe Impressed and be randomly sent to one o the military servicesor you may spend that term travelling as a Drier without a career

    or purpose. A character may only be Impressed once, but you canbe Impressed back into a career rom which you were ejected.

    1d6 Career (specialty)

    1 Sailor (deckhand)

    2 Soldier (inantry)

    3 Sailor (deckhand)

    4 Soldier (inantry)

    5 Sailor (deckhand)

    6 Soldier (inantry)

    Impressment able

    Lie Events: I you roll a Lie Event on the Events table oryour career, roll 3d6 on the Lie Events table.

    Lie Events able

    3d6 Lie Events

    3 Disease: You contract a deadly disease. Do you live through it? Roll on the injury table.

    4 Addicted: You acquire an addiction to a magic p owder. Any cash Mustering-Out rolls are reduced by 1 point. You can try to quit

    during play: roll once per month and succeed i you roll Mag 12+. During play, temporarily reduce your Int by 1 as long as yourestill using the substance and reduce all your physical characteristics by 3 i you ail to dose at least once a week. Your x costs 400sp a month and increases by 25 sp or every successive month o use once play begins.

    5 Arrested: You are arrested or a crime you did not commit. You can deend yoursel i you have the Advocate skill or you can hire

    a lawyer. I you deend yoursel, roll Advocate 6+ to get the charges dropped. I you ail, apply a -2 DM to one Mustering-Out

    roll. I you hire a lawyer, apply a -2 DM to one Mustering-Out roll, but gain a Contact.

    6 Birth: Someone close to you gives birth. I playing a male character, roll Soc 4+ or youre the ather.

    7 Dont Drink the Water: You drink a non-humans drink on accident: gain Magic 0. I you already have it, gain Magic 1 (any) that

    is appropriate to the non-humans race.

    8 Secrets: You gain a secret. Roll the ollowing three checks to determine what type o secret. I you succeed in all t hree checks; gain+1 End. 1st check - roll Soc 8+ to avoid it being socially distasteul. 2nd check - roll End 8+ to avoid it being a venereal disease.3rd check - roll Mag 8+ to avoid it being related to magic in some manner. I you ail multiple times, mix the results to createyour secret.

    9 Fortunes a Fickle Bitch: Fortune turns her dull-gray eyes upon you. Any prior negative (such as an injury or mishap) rom any oyour prior terms is removed. I you have no negatives, you gain one (roll a mishap).

    10 Magic Item: During your term, you stumble upon an unclaimed magic item (other) and claim it as your own. You get away withit ree-and-clear i you roll Mag 8+, but i you ail, gain an Enemy.

    11 Lucky Dice: You have a long streak o luck with the dice. +2 DM to one Mustering-Out Cash roll. I you have Gambling, +3 tothat roll instead.

    12 Death: Someone close to you dies.

    13 Slayer: You ght the good ght and are the last one standing at the end o a terrible, sudden combat. Gain one o Melee Combat

    (any), Missile Combat (any), or actics 1 (military). I you are a soldier or a sailor, you are commended.

    14 Contact: You gain a new contact.

    15 Old Ones: You catch a brie glimpse o something that should remain unseen. Reduce your Int by 1, but increase your Edu by 2.

    16 Rival: You gain a new Rival.

    17 A Foreign able: You east at the table o a clan o non-humans. Tey drug you and youve orgotten everything aer the rst taste,but you are certain that they put something inside o you and its still there. Gain Magic 0.

    18 ouch the Hand of God: Encounter a Divine Being. Gain one o Magic 0, Magic alent 1 (abjuration), +1 End, +1 Int, +1 Soc, or+1 Mag. I you decide to worship the Being, gain two.

    Contacts, Allies, Rivals, and Enemies: As a character iscreated, he may gain contacts, allies, rivals or enemies. Tese ourdierent terms describe the riends or oes the character madeduring his careers beore the game begins.

    Contacts: Contacts are people the character has dealt with in

    the past who have a positive view o t he character. Contactstypically have useul skills or inuential positions that canbe used to the benet o the character. Contacts have apositive view o the character, but are as positive as allies.

    Allies: Allies are contacts that have a very positive view o thecharacter and who will go out o their way to assist thecharacter in his goals. Te level o assistance is up to theGM, but allies are strong riends.

    Rivals: Rivals are the negative version o contacts. Rivals have

    a negative view o the character and will try to thwart hisgoals. Rivals work or the humiliation or moderate scalloss o the player character. Rivals are great or short-termvillains working against the players.

    Enemies: Worse than rivals, enemies truly loath the player

    character and work or the imprisonment, bankruptcy, oreven death o the character. Enemies may even activelypursue the character. A GM should eel ree to turnenemies into long-term villains.

    Injuries: Characters that are wounded in combat or byaccident during character creation must roll on the Injury table. Iany physical characteristic is reduced to 0, the character dies.

    Injury able1d6 Injury

    1 Killed. (I this is your second character in a row to getkilled this way, count this result as a 6 instead.)

    2 Severely injured. Reduce one characteristic by 1d6.

    3 Missing eye or limb. Reduce Strength and Dexterity by 1.

    4 Scarred. You are injured and scarred. Reduce any onephysical characteristic by 1.

    5 Injured. Reduce any characteristic by 1.

    6 Lightly injured. No permanent eect.

    Mustering Out: Cash or benets are gained w hen a characterleaves a career or any reason other than ailing a survival roll. Acharacter with the Gambler skill at level 1 or better gets a +1 DM toall rolls on the Cash table.

    Benets: When you leave a career in good standing, you maykeep various pieces o equipment, passage on a voyager ship, oreven shares or a voyager ship.

    Ally: You gain an ally.Contact: You gain a contact.

    Crew Passage: By calling in a avor, you can gain one ree crewpassage rom on island to another.

    High Passage: By calling in a avor, you can gain one ree highpassage rom on island to another.

    Jack of all rades: You gain Jack o a ll rades.Magic Item (type): You gain a magic item.Private Passage: By calling in a avor, you can gain one ree

    private passage rom on island to another.Voyager Ship: You gain a voyager ship (Pirateen, ramp

    rader, or raveler rader). You own it, having put down20% down. You have a mortgage or the remainder. Youcan use ship shares to reduce the mortgage percentage by1% per ship share.

    Voyager Ship Share: You gain some shares you can put

    towards owning a voyager ship. Each share is worth 1%o the value o a ship.

    Pension Pay:A character that leaves a service at the end o the5th or later term o service in that career may receive pension pay.

    Te character must throw a Social Standing 8+ with a +1DM orevery term past the 5th. I successul, roll on the table below. TeGM and player should work together to determine just how undsare received.

    1d6 Pension1 500 sp annually

    2 750 sp annually

    3 1,000 sp annually

    4 2,000 sp annually

    5 3,000 sp annually

    6 4,000 sp annually

    Pension able

    Aging: Te eects o aging begin when a hureaches 36 years o age. At the end o t he h termo every term thereaer, the character must roll 2dable. Apply the characters total number o termDice Modier on this table. I any characteristic is

    aging, the character dies.

    2d6 Eects o Aging

    6 Reduce three physical characteristics bymental characteristic by 1

    5 Reduce three physical characteristics by

    4 Reduce two physical characteristics by

    physical characteristic by 13 Reduce one physical characteristic by

    physical characteristic by 1

    2 Reduce three physical characteristics by

    1 Reduce two physical characteristics by

    0 Reduce one physical characteristic by 1

    1+ No eect

    Aging able

    Create Connections: You may make a connyour character and up to two other player charabonuses to you. For each connection you make, yolevel in any skill, but you cannot bring a skill abothis rule nor may you take the Jack o all rades ski

    Skill Packages: As a group, select one o thepackages. Aer selecting a package, each playselecting a skill rom the skill package. Continueuntil all skills are assigned.

    Buccaneer Skill Package: Pilot (any) 1, Athletic1, Carouse 1, Gunner (any) 1, Missile CPersuade 1, Stealth 1, Medic 1.

    Mercenary Skill Package: Admin 1, AdvocaLeadership 1, Heavy Weapons (any) 1,

    (any) 1, Missile Combat (any) 1, Stealth 1rader Skill Package: Pilot (any) 1, Persua

    Streetwise 1, Broker 1, Advocate 1, DipOcean Navigation 1.

    Sailor Package: Pilot (any) 1, Gunner (any

    Engineer (any) 1, Mechanic 1, Athletics (cMedic 1, Seaarer 1, Deep Ocean Navigati

    Explorer Skills Package: Pilot (any) 1, Deep Oc1, Melee Combat (any) 1, Survival 1, R

    Combat (any) 1, Stealth 1, Medic 1Diplomat Skill Package: Advocate 1, Diploma

    Stealth 1, Streetwise 1, Deception 1, BrokeInvestigator Skill Package: Advocate 1, Admi

    1, Persuade 1, Stealth 1, Streetwise 1, S

    Steward 1, Gunner (any) 1Criminal Skill Package: Pilot (any) 1, Reco

    Deception 1, Persuade 1, Streetwise 1, Bro

    Non-Humans : Tere are dozens (i not thouhuman races in Worlds Apart but only a ew are

    as player character options. Te terms used to desshould be viewed as comparative to human norm.human races can be somewhat stereotyped again

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    important to remember that, unless otherwise stated, non-humanraces are as diverse and culturally dierent within themselves asmuch as humans are.

    Generally speaking, non-human races tend to be superior tohumans. It is recommended that players play humans, but i the

    GM allows, the two common non-human races (el and dwar) aredetailed or game play.

    Character Generation ExampleBelow is an example o character generation or Worlds Apart.Each section is letter/number coded to match with the Character

    Generation Sequence. Creation and First erm: A. Joe decides to roll up a character

    and starts with 7 2d6 rolls or the characters statistics. Joe rolls4, 3, 7, 11, 7, 10, 6, and asks his GM i he can arrange his statics.

    His GM allows him to do so, and Joe decides that hed like to tryand play a dweomercraeer, so he arranges his characters statisticsto improve his chances. He names his character Bammon andsettles on Strength 6 (+0 DM), Dexterity 4 (1DM), Endurance 7(+0 DM), Intelligence 7 (+0 DM), Education 10 (+1DM), Social

    Standing 3 (1DM), Magical Strength 11 (+1 DM).B. Joes GM inorms him that theyll be playing in the Lyart

    example sub-sector and Joe decides that his home island isSanshaw because its a High Magic island and hell be able to try or

    Dweomercraeer on his rst term. He chooses three backgroundskills based upon Sanshaws trade codes (H, Hm, La, P) and twobased upon his Edu 11: Survival 0, Magic 0, Language (Seso) 0,Agriculture 0, Persuade 0. Bammons native language is Language(Faru) 1.

    C1-4. Joe decides to go or Dweomercraeer or his rstcareer. Looking at the Survival and Advancement requirements,

    Joe realizes his best chance is to try or Wizard. Joe nails thequalications roll with double sixes and starts his rst career. Joelearns all o the service skills, picking what he thinks Bammon

    would be interested in: Magic 1, Magical Language (nigilri) 0,Magical alent (wizard) 0, Magical alent (necromancy) 0, Magicalalent (abjuration) 0, Strength Burn 0.

    C5. Since Bammon has an Edu above 8, Joe has to decide i

    he wants to roll on the Advanced Education table. He goes withthe Wizard Assignment option and rolls a 5, gaining Magicalalent (any human). Joe decides to swing his net wide and pick upMagical alent (enchantment) 1 as opposed to increasing one othe Magical alents Bammon already possesses. Bammon is very

    curious about all types o magic right now, and Joe thinks hed bemore interested in learning broadly, rather than deeply.

    C6. Does Bammon survive his rst 4 year terms? He needs anEdu 6+, and Joe rolls a 9. Modied up by his +1Edu DM, Bammoneasily survives.

    C8. Next, Joe rolls on the Events table to determine what o

    importance happened during Bammons rst term. He rolls an 8:what luck! Bammon meets a member o a non-human race whoteaches him his races magic. Te GM tells Joe hes met an El (the

    GM is only using the two sample non-humans and only the el ismagical) and Bammon learns Magical alent (el) 1. Sure, Bammonowes the mysterious el some sort o service in the uture, but howdangerous could that really be?

    C9. Aer our years o study, practice, and work, Joe rolls

    to see i Bammon advances as a wizard. Bammon is promoted

    with an 8 roll and claims the rank o Dweomercraeer. As anApprentice, Bammon learns Magical Language (korora) 1, and as aDweomercraeer he decides to pick up Language (Lyartian) 1. Second erm: E1. (Second erm) Bammon continues withhis Wizardly proession and Joe decides to roll on the Personal

    Development table as he eels Bammon has a good range o skills,but some o his abilities are a bit lower than hed like. Joe rolls a6 and gains +1Str. Not a bad result more strength or StrengthBurn! Bammons now has a Strength 7 (+0 DM).

    E2. (Second erm) Bammon rolls his second survival roll andbarely squeaks by with a total o 7.

    E4. (Second erm) Te second roll on the Events table results ina Lie Event. Joe rolls 16 on the Lie Event table and poor Bam mongains a Rival. Joe decides that Bammon and his elven riend had a

    rather serious alling-out and are now on rather unriendly terms.

    E5. (Second erm) Bammons advancement roll is an 11 andhe advances to Rank 2. He doesnt get a new title, but he does pickup Science (any). Joe decides that Bammon learns Social Sciences(philosophy) 1. Perhaps this study is related to his new Rival?

    Tird erm: E1. (Tird erm) Finding success with wizardry,Joe decides to continue in the same career. For his third term, hedecides to roll on the Service Skills table and gets Strength Burn.Bammon now has Strength Burn 1. At least his earlier gain o a

    point o Strength helps although Joe considers it a subpar result.E2. (Tird erm) Bammon rolls his third survival roll and zips

    by with a total o 11.E4. (Tird erm) Te third roll on the Events table results in

    Bammon giving a lecture concerning necromantic theory rom

    which he gains 2 Contacts. Joe decides one contact is an elderlynecromancer whom Bammon impressed, while the second is ayoung illusionist who seemed a bit overwhelmed by Bammonsdetailed lecture.

    E5. (Tird erm) Bammons advancement roll is a 10 and he

    advances to Rank 3, gaining the title o Master Dweomercraeer.He gains Magical alent (wizard) 2, but since he possesses onlyMagic 1, the gain in rank is transerred to his Magic. Bammon nowhas Magic 2.

    Fourth erm: E1. (Fourth erm) Having no reason to change,Bammon continues in Wizardry. For his ourth term, he decidesto roll on the Service Skills table, hoping to learn another Magicalalent. Joe rolls Magical Language (any) however, and Bammonincreases to Magical Language (korora) 2. Another ailure to get

    more magical ability, Bammons ourth term begins with a sense odiscontent and disappointment.

    E2. (Fourth erm) Bammon rolls his ourth survival roll andpasses with a total o 10. Bammon starts to think that perhaps he

    isnt challenging himsel as much as he should.E4. (Fourth erm) Te ourth roll on the Events table results

    in Bammon nding a new mentor who pushes him in the rightdirection! Joe decides that Bammon ocuses on necromancy andBammon now has Magical alent (necromancy) 1.

    E5. (Fourth erm) Bammons advancement roll is a 7 and headvances once again, this time to High D weomercraeer. He picksup Leadership 1 and starts to eel back in control o his destiny.

    Fih erm: E1. (Fih erm) Satised with the last our years,Bammon ocuses again on his Wizardry. For his h term, he

    again decides to roll on the Service Skills table, hoping once moreto learn another Magical alent. Joe rolls Strength Burn again, andBammon now has Strength Burn 2. It just tough breaks that hedoesnt have more Strength to burn!

    E2. (Fih erm) Bammon rolls his h survival roll andsucceeds with a total o 12. Bammons dissatisaction increases andhes now convinced t hat hes not pushing himsel hard enough. Heeven starts to think about a radical change in career.

    E4. (Fih erm) Te h roll on the Events table results in a

    magical error. Bammons dissatisaction causes him to stumble hismagical words and now his eyes glow a so purple color. Becauseo this, he gains a +1DM to all his Magical alent (enchantment)checks. Bammons condence in shaken, however, or the outcome

    could have been much worse.E5. (Fih erm) Bammons advancement roll is another 7 and

    he advances once again, this time to Grand Dweomercraeer. Hegains Magical alent (wizard) 3, but since he possesses only Magic2, the gain in rank is transerred to his Magic. Bammon now has

    Magic 3. Bammon eels his capacity or magic growing within him,

    but he cannot seem to unlock it as much as he wishes.E6. (Fih erm) Bammons starting to age (hes now 36) and

    rolls on the Aging table. Bammon stays in t health, rolling amodied 5.

    Sixth erm: E1. (Sixth erm) Bammons dissatisaction hasturned somewhat obsessive. He must gain more magical abilities!For his sixth term, he again decides to roll on the Service Skillstable yet again, hoping to nally learn another Magical alent. Joe

    rolls Magical alent (specialty) and Bammon increases to Magicalalent (wizard) 1. Not quite what he wanted, but a denite step inthe right direction.

    E2. (Sixth erm) Bammon rolls his sixth survival roll andalmost doesnt succeed with a 6. Hes pushing himsel now, alright.

    E4. (Sixth erm) Te sixth roll on the Events table results inanother Lie Event. Bammon stumbles upon a magic item! Joe ailsthe Mag 8+ check however, and Bammon gains an Enemy. Teitem had been previously claimed by another and that other is nowvery, very upset. Joes uncertain what to do here, so the GM decides

    that Bammon doesnt even know who hes pissed o. Tatll be aun discovery, wont it?

    E5. (Sixth erm) Bammon tries to reach the pinnicle o hiscareer, and rolls yet another 7. He is now rank 6! Teres little real

    dierence between rank 5 and rank 6 (one extra Mustering-Outroll), but hes happy to have some serious bragging rights.E6. (Sixth erm) Bammons aging again (hes now 40) and rolls onthe Aging table again, but he staves o old age, rolling a modied 4.

    Mustering Out: E7/F1. Joe decides that Bammons done with

    his career at the end o his sixth term and the call o the Forever Sealures him to seek adventure. Hes completed 24 years o study andwork and is eligible or many dierent types o benets. He gets amassive 8 benet rolls and applies a +1 to each o those rolls. Below

    are Joes eight rolls.

    1. Joe rst ocuses on getting some cash, gaininglucky rst Cash roll.

    2. Happy with that large amount, Joe rolls on thand gets +1 Mag. Tis pushes Bammons up totoo shabby!

    3. Again on the Benets table, Bammon gains a H4. More Benets and another High Passage is gain5. More Benets: Joe rolls +1 End and Bammon

    End 8.

    6. Even more Benets: another +1End and Bamm9. Hes getting tougher or the adventuring wo

    7. Second to last roll and Benets are chosen agaHigh Passage. Well, at least Bammon wont some island without a ride.

    8. Joes nal roll in on the Benets table (that big

    rst roll really helped) and he rolls another +Bammon up to End 10. Te old guys hale and

    Buy Stu: F1. Bammons got quite a bit o caBammon has no ghting ability, but Joe thinks he

    crossbow and 20 quarrels (16 sp), a sta (2 sp), a(60 sp). Hell keep 600 sp on his person (mostly inthe remainder with the local merchant guild. He rwrit or his savings cashable at any other o the sam

    Bammon also has a magic item. Te GM decidso Bannon now owns a sta o deectingand hishim nothing.

    Pension Pay: F2. Teres a chance that Bammpension, but Joe knows it wont be an easy check giv

    has a lowly Soc 3. Luckily, theres a +1DM on the rolpulled a sixth term. Joe rolls a 10! Rolling on theBammon can draw 3,000 sp annually. Although dishis magical studies, hell never worry or his old agsurvives his adventurous streak.

    Final Steps: G1. Te GM doesnt have any othup right now, as this was just a test-run or when tgets together, so none o Bammons connections that manner, but when the whole group arrives, Ba

    Contacts that could be reworked as Connectionsadditional skills.

    G2. Again, as a test run, there are no Skill Pacbut were the group there, Bammon would gain additional skill or skills.

    Grand Dweomercraeer Bammon Nine-FingersRace/Age Human/40: 6 terms: 3,924 sp (600 sp onsp annual pension

    Str 7 (+0) Dex 4 (1) End 10(+1)Int 7 (+0) Edu 10 (+1) Soc 3 (1) Mag 12 (+2)Skills: Agriculture 0, Language (aru) 1, LanguaLanguage (seso) 0, Leadership 1, Magic 3, Ma(korora) 2, Magical Language (nigilri) 0, Pers

    Sciences (philosophy) 1, Strength Burn 2Magical alents: Magical alent (abjuration) 0, (el) 1, Magical alent (enchantment) 1 (receivesenchantment throws), Magical alent (necromanalent (wizard) 1

    Possessions: light crossbow (3d6) and 20 quarre(4 protection), sta o deecting (2d6, Mag 6+ toattack as minor action)Misc: 2 contacts, 1 rival, 1 enemy

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    DrifterEveryones got a hard-luck story theyre ready to tell at the drop o a hat.Everyones been down and out unsure o what to do and how to do it.

    Qualication: Automatic

    Assignment: Choose one o the below: Native: You spend the term living among a basic people, learning their skills

    and ways. raveler: 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 toreach riends. Lie is hard.

    Note: Unlike other carreers, a Drier gains the skills rom the specialist table

    instead o the service skills during early training.

    As si gn me nt Su rv iv al Ad va nce me nt

    Native Soc 8+ End 6+

    raveler Edu 8+ Int 7+

    Scavenger Int 8+ End 6+

    Rol l Per son al De ve lop me nt S er vi ce Sk il ls No Ad va nce d Ed uc ati on

    1 +1 Str Deception None

    2 +1 End Language (any) None

    3 Jack o all rades Persuade None

    4 +1 Int Athletics (any) None

    5 +1 Edu Stealth None6 +1 Dex Streetwise None

    Roll Assignment: Native Assignment: raveler 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

    Skills & raining

    Rank itle Skill or Benet

    0 Drier

    1 Wanderer Recon 1 orStreetwise 1

    2 Wayarer +1 End

    3 Nomad Gambler 1 orMissile Combat

    (any) 1

    4 Loner Melee Combat(any) 1 or Medic 1

    5

    6

    Rank & Benets

    Roll Cash Benets

    1 100 sp Voyager Ship Share2 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

    Mustering-Out

    Career Progress

    1d6 Mishap

    1 Severely injured in action. (Tis is the same as a result o 2 on the Injury table.)

    2 You nd yoursel doing demeaning, but legal, things to survive. Lose 1 point o Social Standing.

    3 You nd a cache o ancient treasure hidden where no one thought to look and oolishly ail to keep your mouth shut. Tediscovery leads to a great row between the religious and non-religious in t he nearby community. Roll Soc 8+ to avoid rolling1d6+1 on the injury table.

    4 You spend a draining and strange week surrounded by talking trees. By the Gods, you dont remember how you got there,how you got back, and what you did wherever you were, but youre certain it means something important. Lose 1 point oMagic Strength.

    5 You enter into an arrangement with some non-humans, but misunderstand their desires and end up beaten and bruised asyou ail to uphold your end o the bargain. Gain a non-human Enemy.

    6 Injured. Roll on the Injury table.

    Mishaps

    2d6 Events

    2 Disaster! Roll on the mishap table, but you are not ejected rom this career.

    3 Although accustomed to desperate situations, you encounter one beyond normal - grim, gritty, and brutal. R

    Combat (any) 8+ to avoid rolling on the injury table. I successul, gain an Ally and a ree Cash roll (1d6-3, tr1 as 1)

    4 Nothing happens. Well, nothing seems to happen. Gain Magic 0.

    5 You hit a bit o luck. Gain a +1 DM to any one Mustering-Out roll.

    6 You beriend someone who is living ar below his rank. He teaches you a skill beore dying. Gain one o Magi(Shipbuilder) 1 or Steward 1.

    7 Lie Event. Roll on the Lie Events table.

    8 You act as a go-between between two parties whom wish none to know o their contact. Gain one o Diploma

    Combat (any) 1, Missile Combat (any) 1, or Stealth 1.

    9 You stumble upon an injured woman. Roll Medic 4+ to prevent her dying. I you succeed, gain +1DM to anyOut roll. I you ail, 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 (a

    Combat (any) to avoid an injury. Gain one point o Magical Strength.

    11 You save the lie o a local bigwig. Either gain +1 Soc, or take a +4 DM to your next Advancement roll.

    12 imes are tough, but youre tougher. Gain a +4 DM on your next roll to qualiy or a new career.

    Events

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    Dweomercraefter

    Skills & raining Rank & Benets

    Mustering-Out

    Career Progress

    Mishaps

    Magic powers reality and you can tap into that p ower.

    Qualications: Mag 9++1 DM or every previous career

    You must possess Magic 0 to start this career.

    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 o reality that lie beyond the

    understanding o the wizard and priest.

    Note: Dweomercraeers must choose their particular Magical alent specialty(wizard, priest, philosopher) during their rst term. I dweomercraeing is notyour rst career, you must choose this Magical alent specialty as opposed to

    choosing a single Service Skill. I during character creation, you gain a level oMagical alent that would put your skill level in that alent higher than yourMagic skill, instead increase your Magic skill by one level.

    Assignment Sur vival Advancement

    Wizard Edu 6+ Mag 7+

    Priest End 5+ Mag 7+

    Philosopher Int 6+ Int 8+

    Roll Cash Benets

    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 High Passage

    7 4,000 sp +1 Str, +1 Soc

    Roll PersonalDevelopment

    Service Skills Advanced Education(Minimum Edu 8)

    1 +1 Edu Magic Advocate

    2 +1 Int Magical Language (any) Art (any)

    3 +1 End Magical alent (specialty) Diplomat

    4 +1 Soc Mag ical alent (any human) Magical al ent (specialty)

    5 + 1 Ma g Ma gic al a le nt ( an y hu ma n) Ma gi ca l a le nt ( an y hu man )6 +1 Str Strength Burn Any Science (any)

    R ol l A ss ig nme nt : Wiza rd A ss ig nme nt : P ries t A ss ig nm en t: P hi losopher

    1 Art (any) Advocate Advocate

    2 Leadership Diplomat Investigate

    3 Magical Language (any) Leadership Magical Language (any)

    4 Magical alent (any human) Magical Language (any) Magical alent (any human)

    5 Mag ical a lent ( any h um an ) Mag ical a lent ( any h um an ) Medi c

    6 Persuade Steward Any Science (any)

    Rank itle Skill or Benet

    0 Appr entice Magic al Language(any)

    1 Dweomer-craeer

    Agriculture (any)1 or Language

    (any) 1

    2 Any Science (any)

    3 MasterDweomer-

    craeer

    Magical alent 2(specialty)

    4 HighDweomer-

    craeer

    Leadership 1

    5 GrandDweomer-

    craeer

    Magical alent 3(specialty)

    6

    1d6 Mishap

    1 Severely injured in action. (Tis is the same as a result o 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 MagicalStrength 3+ to avoid losing 1 point o Endurance rom the insubstantial and amorphous shadow that dwells within. Once a

    ortnight, roll Magical Strength 5+ to avoid the black touch instead o the normal 3+.

    3 You accidentally contact a long-dead spirit and it temporarily possesses you. During the possession, you commit a terriblecrime, but you manage to push out the spirit and ee the scene beore being caught. You gain 2 enemies: one o the amily youwronged and one o the spirit that still haunts this earth, searching or you.

    4 Something terrible happens during the casting o spell, backring the magical energy upon you. Unortunately, your ailure waswitnessed by many people. Lose 1 point o So cial Standing.

    5 You get caught in the middle o a massive peasant revolt and subsequent Reign o error. You manage to get out with your lie,but you take a -1 DM to every Mustering-Out roll or this career.

    6 Injured. Roll on the Injury table.

    2d6 Events

    2 Disaster! Roll on the mishap table, but you are not ejected rom this career.

    3 Youre taken by one particular type o Art. Gain Art 1 (any). Additionally, i you have another term in this carduring that next term. I you succeed, youve unlocked a new connection between art and magic and gain +1 Ma

    4 You nd a lucrative way to practice your dweomercrae. Gain +2 DM to one Cash Mustering-Out roll.

    5 You present a lecture concerning magical theory beore a conclave o peers. Gain 1d3 contacts.

    6 You have a vivid and powerul dream in which you gain new understanding. Trow Education 8+ to increase a you already possess by 1 level.

    7 Lie Event. Roll on the Lie Events table.

    8 You make a pact with a non-human spell caster who covertly provides you knowledge concerning the racexchange or a service to him in the uture. Gain Magical alent (any non-human race) 1.

    9 You gain a mentor who pushes you to new heights. Gain one level in a Magical alent you already possessMagical alent.

    10 During a long day o mediation and magic, you stumble with your nal worlds. A bright ash o nacreous lighYou wake up to nd your eyes absorbed the light and now radiate a so glow o a similar color (as bright as a vision is in no way reduced. I you possess Magical alent (enchantment), you gain a +1DM to all your rolls wthat talent.

    11 An inuential noble takes interest in you, inviting you into her social circles. Either gain +1 Social Standing your next Advancement roll.

    12 Aer weeks o intense study and contemplation, your knowledge grows. You are automatically promoted.

    Events

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    entertainer

    Skills & raining Rank & Benets

    Mustering-Out

    Career Progress

    Mishaps

    Events

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

    Qualications: Int 6+1 DM or every previous career.

    Artist: You create art, such as p ainting, sculpture, or literature. Perormer: You perorm, dancing, singing, and charming

    your way through society. Spy: You travel the Forever Sea posing as an entertainer,

    perorming rom island to island. Youre actually gathering

    inormation or a powerul merchant guild, crime syndicate,or noble house.

    Assignment Survival Advancement

    Artist Soc 6+ Edu 6+

    Perormer Int 5+ Soc 7+

    Spy Int 8+ Int 5+

    Roll Cash Benets

    1 500 sp High Passage

    2 1,000 sp Magic Item (any)

    3 1,500 sp +1 Int

    4 2,000 sp +1 Soc

    5 3,000 sp wo Voyager Ship Shares

    6 4,000 sp Contact

    7 6,000 sp +1 Edu, +1 Soc

    Roll PersonalDevelopment

    Ser vice Ski lls Advance d Education(Minimum Edu 8)

    1 +1 Edu Art (any) Advocate

    2 +1 Int Carouse Broker

    3 +1 Dex Diplomat Art (any)

    4 +1 Soc Persuade Language 0 (no specialty)

    5 Stealth Steward Investigate6 Carouse Streetwise Deception

    R oll Assignm ent: Art ist Assignm ent: Perormer Assignm ent: S py

    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

    1d6 Mishap

    1 Severely injured in action. (Tis is the same as a result o 2 on the Injury table.)

    2 Aer three lovers in three days (a new personal best) the ourth 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 whos always robed and hooded. During one o your many midnight meetings, you detect a distinctive serpentinecontinence to your patron in a mirror. Roll Deception 8+ and the patron does not notice your observation. I you ail, you can either throwMelee Combat 10+ or ee with an Athletics 8+ or Stealth 8+. I you ail, you wake up with a massive headache and youre certain somethinghas been done to you.

    4 You hit a creative brick wall and realize that art is not or you. Lose your Mustering-Out roll or this term and become a Drier. I you are aSpy, you may choose another career as normal.

    5 You worked or several years on your greatest project, but its reception is ar rom expected. You cause a riot and barely escape with yourlie. Youre declared a blasphemer, an anarchist, and a wanted criminal. Its time or a name change and a new career, methinks. Lose yourMustering-Out roll or this term.

    6 Injured. Roll on the Injury table.

    Rank itle Skill or Benet

    0 Enter ta iner r ad e ( any) 0

    1 Pe ro rm er Ar t ( any ) 1 o r

    Language (any) 1

    2 MasterEntertainer

    Magic 0 and +1 Soc

    3 Artist Streetwise 1 or Jack

    o All rades 1

    4 MasterArtist

    Art (any) and +1Soc

    5 Grand

    Artist

    Art (any) and +1

    Soc

    6

    2d6 Events

    2 Disaster! Roll on the mishap table, but you are not ejected rom this career.

    3 Youre approached by a criminal organization that wants to steal some paintings or sculptures. I youre a paintheyre willing to steal yours and hand them back over to you as long as you insure them through a recalcitrant

    whos reusing to acquiesce to the gangs demands. I youre not a painter or sculptor, they request your socperorm their heist. I you accept, roll Soc 7+ to gain a +3DM on one Cash Mustering-Out roll. I you decline (oSoc 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 youre improving. Gain one level in Art (any).

    6 Aer a particularly ne perormance or display, you nd yoursel sleeping or ten or twelve hours per day. In yrepeatedly perorm the same actions over an over to a tune you cant quite remember upon awaking. Gain Magi

    7 Lie Event. Roll on the Lie Events table.

    8 One o your works gains notoriety among a non-human race - apparently it means something quite dierent t

    your normal audience and is viewed as an inspired piece o art. Gain +1 Soc.

    9 You travel extensively perorming or supporting your work. Youre well-received and gain 1d3 contacts.

    10 You are contacted by a spy. I you are a spy, you receive additional training to perorm your mission. Gain Reco

    I you are not a spy, you have the opportunity to become a Spy next term without having to roll to change careestarting over in rank. You also gain a Contact.

    11 Tough happenstance, you end up teaching others your cra and expand your normal repertoire o abilities throwith the local nobility in a dierent eld. Either gain Advocate 1 or a +4 DM to your next Advancement roll.

    12 You create or perorm a work that will be remembered. You are automatically promoted.

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    18 19

    merchant

    Skills & raining Rank & Benets

    Mustering-Out

    Career Progress

    Assignment Survival Advancement

    Broker Int 5+ Edu 5+

    ramp rader Edu 6+ Int 6+

    Operator End 7+ Edu 5+

    rade is the lieblood o every society.

    Qualications: Int 6+

    1 DM or every previous career.

    Broker: You work in a port, selling and buying goods,employed by the port authority, a strong merchant guild, or apowerul noble amily.

    ramp rader: You serve on an independent voyager ship,tramp trading through the Forever Sea.

    Operator: You are a special agent or a merchant amily, nobleamily, or guild. You solve problems.

    1d6 Mishap

    1 Severely injured in action. (Tis is the same as a result o 2 on the Injury table.)

    2 A crate o valuable ancient pottery alls on your head. Reduce your Intelligence by 1. Youre kicked out because itwas your own damn ault.

    3 You run aoul o smugglers and make a bad decision in a tight spot. Gain a +3 DM to join Rogues (pirate) or yournext career, otherwise you must choose Drier.

    4 You go tits-up, lose all your money, and your Mustering-Out roll or this term.

    5 You make a bargain with a mysterious being that proves all glitter and no gold. Lose your Mustering-Out roll andgain a dangerous and unusual creature as an Enemy.

    6 Inj ure d. Rol l o n t he In jur y t abl e.

    Mishaps

    2d6 Events

    2 Disaster! Roll on the mishap table, but you are not ejected rom this career.

    3 Someone in your trading group is leaking inormation to other merchants. You know the source anhim or some baksheesh (+2 DM on one Mustering-Out roll) gaining a Rival in the process or reveorganization (+1 Soc) and gain an Enemy

    4 You spend a month experiencing terrible nightmares. Gain Magic 0.

    5 It seems as i everything you touch turns golden. Gain a +1 DM to any one Mustering-Out roll.

    6 You trade extensively in livestock. Gain Animals 1 and an appreciation or bathing.

    7 Lie Eve nt . Rol l on the Li e Events table.

    8 You have several years o extensive trading contact with a non-human race. You draw the attentionyouths who takes an interest in you. Gain a contact and Language 1 (any).

    9 You perorm admirably and are oered some extra training. Gain one o Advocate 1, Pilot 1 (a(military) 1.

    10 A normal day turns difcult in the blink o an eye. Roll Melee Combat 10+. I you succeed, gain

    (potion) and +2 DM to a Cash roll. I you ail, Roll End 8+ or roll 1d6+2 on the Injury table.

    11 Your superior makes you a supervisor. Either gain Leadership 1 or a +4 DM to your next Advancem

    12 You discover a misplaced shipment that could have bankrupted your organization. You are automatic

    Events

    Roll Cash Benets

    1 500 sp Private Passage2 1,000 sp +1 Soc

    3 1,500 sp +1 Edu

    4 2,000 sp Magic Item (any)

    5 3,000 sp 1d6 Voyager Ship Shares

    6 4,000 sp 2d6 Voyager Ship Shares

    7 6 ,0 00 s p r amp or r aveler r ad er Voyage r S hip

    Roll PersonalDevelopment

    Ser vice Ski lls Advanced Education(Minimum Edu 8)

    1 +1 Int Admin Advocate

    2 +1 Edu Broker Recon

    3 +1 End Gambler Orienteer

    4 +1 Dex Language (any) Language 0 (no specialty)5 Carouse Diplomat Investigate

    6 Investigate Melee Combat (any) Jack o all rades

    Roll Assignment: Broker Assignment: ramp rader Assignment: Operator

    1 Admin Broker Athletics (any)

    2 Advocate Deep Ocean Navigation Deception

    3 Deception Jack o All rades Investigate

    4 Diplomat Elemental Engineer (any) Melee Combat (any)

    5 Investigate Mechanic Missile Combat (any)

    6 Persuade Pilot (any) Stealth

    Rank itle Skill or Benet

    0 Merchant

    1 rader Stealth 1 or MissileCombat 1

    2 rafcker

    3 MasterMerchant

    Streetwise 1 orRecon 1

    4 Grand

    Merchant

    Persuade 1 or Melee

    Combat (any)

    5

    6

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    rogue

    Skills & raining Rank & Benets

    Mustering-Out

    Career Progress

    Mishaps

    Events

    Assignment Survival Advancement

    Pirate Dex 6+ Int 6+

    Tie Int 6+ Dex 6+

    Tug End 6+ Str 5+

    Roll Cash Benets

    1 200 sp Voyager Ship Share2 400 sp +1 Dex

    3 800 sp +1 Int

    4 1,000 sp Magic Item (any)

    5 1,200 sp wo Voyager Ship Shares

    6 3,000 sp Private Passage

    7 5,000 sp Pirateen Voyager Ship

    Roll PersonalDevelopment

    S er vi ce Sk il ls Ad va nc ed E duc ati on(Minimum Edu 8)

    1 +1 Dex Navigate Admin

    2 +1 Edu Streetwise Advocate

    3 +1 Int Stealth Broker

    4 +1 End Athletics (any) Language (any)5 Gambler Language 0 (no specialty) Medic

    6 Melee Combat (any) Melee Combat (any) Persuade

    Rol l Assignment: Pirate Assignment: Tie Assignment: Tug

    1 Broker Athletics (any) Animals (any)

    2 Elemental Engineer (any) Deception Athletics (any)

    3 Gunner (any) Gambler Gambler

    4 Mechanic Recon Melee Combat (any)

    5 Melee Combat (any) Stealth Missile Combat (any)

    6 Missile Combat (any) Streetwise Recon

    Rank itle Skill or Benet

    0 Rogue

    1 Miscreant Stealth 1 orPersuade 1

    2 Crook Deception 1

    3 Scalawag Streetwise 1 orMelee Combat 1

    4 Outlaw

    5 Scoundrel Recon 1 orElemental Engineer

    (any)

    6 Boss Diplomat 1 orAdvocate 1

    1d6 Mishap

    1 Severely injured in action. (Tis is the same as a result o 2 on the Injury table.)2 You got sloppy and get caught. Lose your Mustering-Out roll and get draed or your next term. I you dont like that, you may

    roll Soc 8+ or you can hang by your neck until dead. I you make your Soc roll, just lose a single Mustering-Out roll, but you

    may continue in your career.

    3 Words turn ugly and blades are drawn. Roll Melee Combat 8+ to avoid injury.

    4 Te going gets tough. Roll Edu 8+ to see i you know when to get going. I you ail, lose your Mustering-Out roll or this term.

    5 You all in love but it turns out to be a set-up. Your next term is spent as a Drier.

    6 Injured. Roll on the Injury table.

    2d6 Events

    2 Disaster! Roll on the mishap table, but you are not ejected rom this career.

    3 You nd that you dont really have the stomach to last with the group youve ound yoursel among. You use thagainst them, however, and hit them where it hurts beore leaving to a new career. Gain a ree Mustering-Out Croll Stealth 6+, they dont know it was you. I you ail, gain an Enemy.

    4 Tings are surprisingly slow and routine. During the lull, you pick up 1 o either Agriculture (any), Animals (aor rade (any).

    5 You spend several months planning a crime that stretches all involved to their limits. Gain one o Melee Combat 1, Deception 1, or Recon 1.

    6 You discover some o your associates have been selling slaves to cannibals. I you bust them you gain +1 Soc, icut o the action roll Persuade 6+. I youre successul gain a +2 DM to any one Mustering-Out roll. I you ail yattempt, roll End 8+ or end up on a plate yoursel.

    7 Lie Event. Roll on the Lie Events table.

    8 You nd yoursel surrounded by a small gang o non-human criminals. By chance or ate, you t in so well theyone o theirs. Gain a non-human Language (any) and an Ally.

    9 You make a big score and und some education outside your normal scope. Gain one o Diplomat 1, Pilot 1 (a(naval) 1.

    10 Tat wasnt vodka. Gain Magic 0.

    11 You draw the avorable attention o a powerul crime syndicate. You can move to them and gain a +4 DMAdvancement roll and a +1 DM on one Mustering-Out roll, but i you do, you gain an Enemy o one o your old

    12 You pull o quite the heist. You are automatically promoted.

    Te easiest way to get something is to take it rom someone else.

    Qualications: Dex 6+1 DM or every previous career.

    Pirate: You make your living attacking other voyager ships

    upon the Forever Sea. Tie: Te urban lure leads you into a l ie o the on the streets. Tug: Everyone needs hired muscle: especially criminals.

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    Sailor

    Skills & raining Rank & Benets

    Mustering-Out

    Career Progress

    Mishaps

    Events

    Te lure o the sea has always been strong, but now that the ForeverSea has returned, trade has grown and grown. Maintaining thattrade against the continual barrage o pirates demands a strongmilitary orce.

    Qualications: Dex 5+1 DM or every previous career.

    Deckhand: You serve as a deckhand upon a capital voyager

    ship sailing the Forever Sea.

    Marine: Youre a soldier at sea protecting your capital voyagership. You man the guns and run the deenses, you engagehostile boarders, and youre the rst o the boat when attackingenemy ports.

    Articer: Youre trained to deal with the technical aspects ovoyager capital ships; journeys upon the Forever Sea rely uponyour knowledge.

    Assignment Survival Advancement

    Deckhand End 5+ Edu 5+

    Marine End 7+ Int 6+

    Articer Int 8+ Edu 6+

    Roll Cash Benets

    1 1,000 sp Magic Item (weapon)

    2 1,500 sp +1 End

    3 2,000 sp 1d6 Voyager Ship Shares

    4 3,000 sp Private Passage

    5 4,000 sp +1 Edu

    6 5,000 sp Magic Item (any)

    7 6,000 sp 2d6 Voyager Ship Shares

    Rol l Personal

    Development

    S er vi ce S ki ll s Ad van ce d Ed uc at ion

    (Minimum Edu 8)

    Commendation

    Skills

    1 +1 Str Athletics (any) Advocate Gunner (any)

    2 +1 End Melee Combat (any) Deep Ocean Navigation Leadership

    3 +1 Soc Carouse Elemental Engineer (any) Medic

    4 +1 Int Seaarer Mechanic Recon

    5 +1 Edu Natural Sciences

    (astronomy)

    Pilot (any) Stealth

    6 +1 Dex Streetwise actics (naval) actics (naval)

    Roll Assignment: Deckhand Assignment: Marine Assignment: Articer

    1 Athletics (any) Gunner (any) Elemental Engineer (any)

    2 Gambler Melee Combat (any) Deep Ocean Navigation

    3 Gunner (any) Missile Combat (any) Elementa l Eng in eer (any)

    4 Language (any) Recon Gunner (any)

    5 Mechanic Stealth Pilot (any)

    6 Melee Combat (any) actics (military) actics (naval)

    Rank itle Skill or Benet

    0 Sailor Gunner (any)or Elemental

    Engineer (any)

    1 Salthand Steward 1 orGunner (any)

    2 Waverider +1 End

    3 Veteran Pilot (any) 1or Elemental

    Engineer (any)

    4 L ie ut en an t a ct ic s (n av al ) 1or Leadership 1

    5 Captain Advocate 1 orPersuade 1

    6 Commodore Admin 1 orDiplomat 1

    1d6 Mishap

    1 Severely injured in action. (Tis is the same as a result o 2 on the Injury table.)

    2 You nd yoursel with a lot o spare time and take up Gambling. Gain Gambler 1. Roll Gambler 8+ or lose your Mustering-Outroll or this term. I you win, add a +1DM.

    3 You are contacted by an enemy promising you wealth and a higher position in their navy. You report the contact, but the staindoesnt leave and youre discharged. You keep your Mustering-Out roll, however.

    4 You swear that youve got the most hard-nosed, pain-in-the-ass commander ever. Hes convinced that youre a worthless bilgerat and, unortunately, hes right. Its not our weeks beore you screw up so badly that three people die. Say goodbye to the Navy,sailor. I this is your rst term in the Navy, roll Dex 5+ to avoid rolling on the injury table as well.

    5 You contract the plague. You are covertly dropped o at the nearest port as ear sweeps through your ship. Fortunately, you didnt

    really have the plague.

    6 Injured. Roll on the Injury table.

    2d6 Events

    2 Disaster! Roll on the mishap table, but you are not ejected rom this career.

    3 You ship is attacked and crippled on the Forever Sea. Te subsequent boarding action doesnt go as the attackeryour impressive leadership. You are commended and gain a +1 DM on your next Survival roll.

    4 You run down a large slaver ship and successully board and capture. One o the slaves turns out to be a hi

    Ashtoreth (A Goddess o Fertility). She says she sees something special in you and oers to teach you to become rtouch o magic on the way back to a riendly port. Gain Magic 0, and some bragging rights.

    5 Your hard work and exemplary eorts draw the positive attention o the ships captain. Gain a +1 DM to any one roll.

    6 Your ship is battered and beaten in a erce combat with several pirate vessels. Gain one o Deep Ocean NavigatioEngineer (any) 1, Gunner (any) 1, or Pilot (any) 1.

    7 Lie Event. Roll on the Lie Events table.

    8 Your ship runs through a green mist on the Forever Sea. Gain one point o Strength.

    9 You and your crewmates are captured through a truly deceptive plan. During transer to the slave holding pens,and you act upon it instantly. You give your mates a ghting chance and eventually win the day. You are commeactions.

    10 Your orders are obvious to everyone but you. By some near-divine providence however, your subsequent screw ulook like a bit o truly inspired action. Good job, Sailor! Gain one o, Magic 0 or Jack o all rades 1.

    11 During an attack on an enemy port, your actions save the lives o hundreds o civilians. Gain a Contact among thgain +1 Soc, or ta ke a +4 DM to your next Advancement roll.

    12 Your cool head saves the day. You are automatically promoted.

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    Knowledge is power: upon it everything is built.

    Qualications: Edu 8+

    1 DM or every previous career.You must possess Magic 0 to start this career

    Bard: You have a vast body o memorized stories and thewisdom to know when they are o importance.

    Librarian: You spend your time among books, gaining a wideknowledge in many subjects.

    Naturalist: You split your time between the shelves and thewild, learning all that you can learn.

    Note: Scholars must choose their particular Magical alent specialty(bard, librarian, naturalist) during their rst term I cholar is notyour rst career, you gain must choose this specialty as opposedto choosing a single Service Skill. I during character creation, you

    gain a level o Magical alent that would put your skill level in thatalent higher than your Magic skill, instead increase your Magicskill by one level.

    24 25

    Scholar

    Skills & rainingRank & Benets

    Mustering-Out

    Career Progress

    Mishaps

    Events

    Assignment Survival Advancement

    Bard Soc 4+ Edu 7+

    Librarian Edu 7+ Int 7+

    Naturalist End 6+ Edu 6+

    Roll Cash Benets

    1 500 sp Voyager Ship Share

    2 1,000 sp +1 Int

    3 1,500 sp +1 Edu

    4 2,000 sp +1 End

    5 2,500 sp Magic Item (any)

    6 3,000 sp wo Voyager Ship Shares

    7 4,000 sp +1 Mag, +1 Soc

    Roll PersonalDevelopment

    Ser vice Ski lls Adv anced Edu cation(Minimum Edu 8)

    1 +1 Edu Magic Agriculture

    2 +1 Int Magical Language (any) Animals (any)

    3 +1 End Magical alent (specialty) Investigate

    4 +1 Soc Any Science (any) Language (any)

    5 +1 Mag Language (any) Magical alent (any human)6 Mag ic al al ent (a ny huma n) A ny S ci enc e (any) Any S ci enc e ( any)

    R ol l As si gnm ent : B ar d As si gn me nt : L ibr ar ia n As si gnm ent : Nat ur al is t

    1 Advocate Advocate Animals (any)

    2 Art (any) Investigate Diplomat

    3 Jack o All rades Language (any) Jack o All rades

    4 Magical alent(any human)

    MagicalLanguage (any)

    Magical alent(any human)

    5 Melee Combat (any) Magical alent (any human) Orienteer

    6 Persuade Any Science (any) Survival (any)

    Rank itle Skill or Benet

    0 Scholar Art 1 (any),

    Athletics 1, or AnyScience (any)

    1

    2 Any Science (any)

    3 MasterScholar

    Magical alent 2(specialty)

    4 Magical alent(any human)

    5 RenownedScholar

    +1 Edu, +1 Soc

    6

    1d6 Mishap

    1 Severely injured in action. (Tis is the same as a result o 2 on the Injury table.)

    2 Tere is danger in delving into long-lost tomes. Gain an Enemy. Te Enemy is non-human and o some magical nature.

    3 You misremember some vital piece o inormation and your ailure results in the death o over a dozen explorers. You questionyour abilities. For the rst year o game time once play begins, you suer a -1 DM to Any Science rolls until you regain yourcondence.

    4 You suer rom a mild magical madness that expresses itsel during stressul situations. When the GM determines appropriate,

    throw End 6+ to avoid reezing rom uncertainty and/or ear. Tere is a solution to your problem, but youre not going to likeit

    5 You spend a year working on a text or composing a long poem only to nd that your inormation is incorrect. Lose 1 point oSocial Standing.

    6 Injured. Roll on the Injury table.

    2d6 Events

    2 Disaster! Roll on the mishap table, but you are not ejected rom this career.

    3 A renowned weapon master takes interest in you, trading his physical acumen or your knowledge. Gain Missile(any) or Melee Combat 1 (any).

    4 Your knowledge is in strong demand. Gain +2 DM to one Cash Mustering-Out roll.

    5 You are approached by a small group seeking to study at your side. Gain 1d3 contacts and a +1 DM to one Cash Out roll.

    6 You spend a very ruitul term gaining additional knowledge and wisdom. Gain 0 in two dierent Any Sciences level o a Magical alent you already possess.

    7 Lie Event. Roll on the Lie Events table.

    8 You toil ceaselessly or a non-human merchant house. During your years o labor you secretly acquire their lang

    Language 1 (any non-human)) and an awareness o their unusual thought patterns. Tis knowledge triggers somyou. Gain a Magical alent (any human).

    9 Your knowledge leads you to a hidden treasure. Gain a Magic Item (any).

    10 Your knowledge o historical battles proves vital as youre caught in the midst o a siege. Gain an Ally, and a +2 DBenets Mustering-Out roll.

    11 You unexpectedly nd yoursel moving in new social circles. Either gain +1 Social Standing or a +4 DM to yourment roll.

    12 Aer weeks o intense study and contemplation, your knowledge grows. You are automatically promoted.

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    Scout

    Skills & raining Rank & Benets

    Mustering-Out

    Career Progress

    Mishaps

    Events

    Scouts are one o the backbones o the seaaring world, conveyingimportant messages, surveying border islands, and exploring thedepths o the Forever Sea. Tey can be ound at almost every port

    that launches into the deep sea.

    Enlistment: Int 5+1 DM or every previous career.

    Assignments: Choose one o the ollowing:

    Courier: You serve as a message bearer or an importantpatron (organization, noble, trading company). Surveyor: You travel to border islands, assessing their worth

    to your patron. Explorer: You explore strange new islands, seeking out new

    lie and new civilizations. Boldly going

    Assignment Survival Advancement

    Courier End 5+ Edu 8+

    Survey End 6+ Int 7+

    Exploration End 7+ Edu 6+

    Roll Cash Benets

    1 500 sp Voyager Ship Share2 1,000 sp +1 End

    3 1,500 sp Jack o all rades

    4 2,000 sp Magic Item (any)

    5 3,000 sp 1d6 Voyager Ship Shares

    6 4,000 sp Contact

    7 6,000 sp Scout Voyager Ship

    Roll PersonalDevelopment

    Ser vice Skil ls Advance d Educati on(Minimum Edu 8)

    1 +1 Str Orienteer Medic

    2 +1 Dex Survival (any) Seaarer

    3 +1 End Mechanic Elemental Engineer (any)

    4 +1 Int Deep Sea Navigation Language 0 (no specialty)5 +1 Edu Diplomat Broker

    6 Jack o all rades Melee Combat (any) Jack o all rades

    Roll Assignment: Courier Assignment: Survey Assignment: Explorer

    1 Admin Athletics Deep Sea Navigation

    2 Advocate Broker Missile Combat (any)

    3 Carouse Orienteer Orienteer

    4 Deception Investigate Recon

    5 Diplomat Persuade Seaarer

    6 Persuade Streetwise Stealth

    Rank itle Skill or Benet

    0 Scout

    1 raveler Jack o all rades1 or Recon 1

    2 Outrider Seaarer 1 or

    Orienteer 13 Vanguard Pilot 1 or Deep

    Sea Navigation 1

    4 Pioneer Persuade 1 orDeception 1

    5 SeniorScout

    6

    1d6 Mishap

    1 S ever ely injur ed in ac tion. ( Tis i s the same as a r es ult o 2 on th e I njur y tab le .)

    2 Psychologically damaged by your time in the scouts . Reduce your Intelligence or Social Standing by 1.

    3 Your ship is damaged, and you have to trek your way back across the Forever Sea. Gain 1d6 Contacts and 1d3Enemies.

    4 You in adv er ten tl y ca us e a con i ct . G ai n a Ri va l a nd Dip lo mat 1.

    5 You have no idea what happened to you your ship was ound abandoned and you unconscious.

    6 Injured. Roll on the Injury table.

    2d6 Events

    2 Disaster! Roll on the mishap table, but you are not ejected rom this career.

    3 Your ship is ambushed by enemy vessels. Either run, and throw Pilot 8+ to escape, or treat with them and throw10+ to bargain with them. I you ail the check, then your ship is destroyed and you may not re-enlist as a Scouthis term. I you succeed, you survive and gain Leadership 1. Either way, gain an Enemy.

    4 You survey a virgin island. Gain one o Animals (riding or training) 1, Survival 1, Recon 1 or Natural Science (

    earth science) 1. You are commended or your eorts.

    5 You perorm an exemplary service or your patron. Gain a +1 DM to any one Benet roll.

    6 You spend several years Jumping rom island to island in your voyager ship. Gain one o Deep Sea Navigation Pilot 1 or Mechanic 1.

    7 Lie Event. Roll on the Lie Events table.

    8 When dealing with a non-human race, you have an opportunity to gather extra intelligence about them. Roll e8+ or Deception 8+. I you succeed, gain an Ally in your native realm and a +2 DM to your next Advancementail, roll on the Mishap table, but you are not ejected rom this career.

    9 Your voyager ship is one o the rst on the scene to rescue the survivors o a disaster. Roll either Medic 8+ or Myou succeed, gain a Contact and a +2 DM to your next Advancement check. I you ail, gain an Enemy.

    10 You spend a great deal o time on the ringes o the known sea. Roll Survival 8+ or Pilot 8+. I you succeed, gaia non-human race and one level in any skill o your choice. I you ail, roll on the Mishap table.

    11 You serve as the courier or an important message or a king or emperor. Either gain one level o Diplomat, or t

    to your next Advancement roll.

    12 You discover a virgin island, a magic item, or inormation o great worth to your Patron. You are automatically commended.

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    28 29

    SolDier

    Skills & raining Rank & Benets

    Mustering-Out

    Career Progress

    Mishaps

    Events

    Soldiers are land-based warriors. Tey learn melee and missilecombat skills, serve in cavalry units, or act as guards or other law

    enorcement in urban environments. Skill ed soldiers are always inhigh demand, regardless location.

    Enlistment: End 5+1 DM or every previous career.

    Assignments: Choose one o the ollowing: Inantry: You serve in the mud and the blood. When lucky,

    you perorm garrison duty. Cavalry: You serve rom horseback, ghting enemies as

    ordered by a large city army, a merchant guild army, or anobles army.

    Guard: You act as a guard or a l arge city, a merchant house, acaravan route, or a noble amily.

    Assignment Survival Advancement

    Inantry End 6+ Edu 6+

    Cavalry End 5+ Soc 6+

    Guards End 4+ Int 5+

    Roll Cash Benets

    1 1,000 sp Magic Item (weapon)

    2 1,500 sp +1 End

    3 2,000 sp Voyager Ship Share

    4 3,000 sp Crew Passage

    5 4,000 sp Magic Item (any)

    6 5,000 sp Private Passage

    7 6,000 sp 2d6 Voyager Ship Shares

    Roll Personal

    Development

    Service Skills Advanced Education

    (Minimum Edu 8)

    Commendation

    Skills

    1 +1 Str Animals (riding) Heavy Weapons(any)

    Language (any)

    2 +1 Dex Athletics (any) Medic Leadership

    3 +1 End Melee Combat (any) Melee Combat (any) Magic 0

    4 +1 Edu Melee Combat (any) Stealth Mechanic

    5 Gambling Missile Combat (any) Survival (any) Persuade

    6 Melee Combat(unarmed)

    Recon ac tics (military) ac tics (military)

    R oll Assignm ent: Inant ry Assignm ent: Cavalry Assignm ent: Guard s

    1 Athletics (any) Animals (riding) Admin

    2 Heavy Weapons (any) Drive (chariot) Advocate

    3 Melee Combat (any) Melee Combat (any) Investigate

    4 Missile Combat (any) Persuade Jack o All rades

    5 Stealth Recon Melee Combat (any)

    6 actics (military) actics (military) Streetwise

    1d6 Mishap

    1 Severely injured in action. (Tis is the same as a result o 2 on the Injury table.)

    2 You survive a near-massacre o your unit by pretending to be dead aer being injured. Roll on the Injury table treating 1s and2s as 6s.

    3 You serve in some blasted hell-hole under a pompous ass o a commander. You survive a disastrous battle, but gain yourcommander as a Rival aer you truthully describe his inadequate perormance to his superiors.

    4 You decimate a troop sneaking up on your camp, only to discover they were on your side. Once the error is discovered by yoursuperiors, youre lucky to escape with your lie. Leave your career and suer a -1 to your mustering out throw.

    5 You put the nger on an innocent ellow soldier or guard. He is executed and you gain Enemies o his kin.

    6 Injured. Roll on the Injury table.

    Rank itle Skill or Benet

    0 Soldier

    1 Corporal Melee Combat

    (any) 1 or MissileCombat (any) 1

    2 Veteran Recon 1 orStealth 1

    3 Sergeant Leadership 1 orPersuade 1

    4 Lieutenant actics (military) 1or Leadership 1

    5 Captain Diplomat 1 orPersuade 1

    6 Colonel

    2d6 Events

    2 Disaster! Roll on the mishap table, but you are not ejected rom this career.

    3 While patrolling, you prevent an ambush i you throw Recon 8+. I you ail the check, your unit triumphs i you (military) 10+. I you ail both rolls, your unit is destroyed and you barely escape. You may not re-enlist at the en

    I you succeed, you and your unit survive, you are commended, and you gain one ree roll on the Commendation

    4 You spend a long time in an urban environment. Gain one o Streetwise 1, Carouse 1, Gambling 1 or Language (

    5 You perorm an exemplary service or your commander. Gain a +1 DM to any one Benet roll.

    6 Youre subject to a long siege and rations grow terribly low. Trown Social Standing 8+ to avoid catching a disea

    point in a physical characteristic. I you ail the roll, gain Leadership 1; i you succeed, gain Persuade 1.

    7 Lie Event. Roll on the Lie Events table.

    8 While on patrol, you are captured and sold into slavery. You later manage to escape with help, but wander or othe person who assisted your escape beore returning to your unit. Gain one o Deception 1, Survival 1, or Ma

    commended or your bravery.

    9 You play an important part in a successul local genocidal war against a non-human race, wiping them out in th

    Gain one o Stealth 1, actics (military) 1, Deception 1, or Leadership 1. When encountering members o the noyou warred against, they may recognize you as being involved i they throw an Education 13+. I they succeed, thebecome Rivals, unless you throw a Social Standing 10+, convincing them otherwise.

    10 You single-handedly slay a war elephant with an amazing series o quick (and very lucky) attacks. Gain +1 Sociaa commendation.

    11 You save your commanders bacon and he takes you under his wing. Either gain one level o Leadership, or take a next Advancement roll.

    12 You show great courage and valor in combat. You are automatically promoted and commended.

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