Pure Strain Human Vocations
Oct 21, 2022 9:51:54 GMT -5
Admin Pete, The Semi-Retired Gamer, and 1 more like this
Post by JMiskimen on Oct 21, 2022 9:51:54 GMT -5
ΩCITY-1 PURE STRAIN HUMAN VOCATIONS
Use the following tables instead of the default Skills/Areas of Knowledge tables found in the Dragon Magazine Article included in the Core Rules to create more specialized character types. Roll 1d4 for your total number of skills, and then 1d8 for each randomly determined skill.
HOLY DELVER
Priestly characters who've been down too long in the midnight sea ...
1. Blessing - +1 bonus to any give check.
2. Prayer - The ability to appeal to the Holy Delver's patron for miraculous events, effects, or outcomes; as defined below depending on what the given religious doctrine defines. Similar to a Sorcerer's Arcana to alter reality with magic in regards to how often a day such appeals may be made, but determined with Charisma rather than Mental Strength.
3. Healing - +1 bonus to healing check. 1d6 HP.
4. Rebuke - Repel 1d6×rank worth of religiously opposed forces with Charisma check. See Religions below for further details.
5. Sermon - +1 to group morale when made before an undertaking.
6. Cure Diseases - +1 to Mental Strength attribute check to miraculously cure an ailment.
7. Create Holy Waters - creates 1 dose/rank worth of religiously charged waters. May be used as 1d4 healing, 1d6 damage to religiously opposed creatures, and limited warding vs such.
8. Scribe - to transcribe Prayers for latter day usage. Use Sorcerer Scribe as rule guide.
THE LAW
I am the law ... runners beware!
1. Interrogate - get to the truth of a matter via threatening means. +1 to such Charisma checks.
2. Drive/Riding - Ability to drive a vehicle or ride a beast in hazardous conditions; +1 to Dexterity checks.
3. Weapon Usage - As per default skill listing.
4. Intimidate - Use physical and emotional strength to tactical advantage. +1 to initiative and reaction rolls.
5. Legal Knowledge - as default list.
6. Underworld Knowledge - as default list.
7. Detect Lies - +1 to Mental Strength checks vs recognizing falsehoods told by individuals. Ineffective against rumors and general hearsay.
8. Tactics - +1 to Surprise checks.
OUTLAW
A thief by any other name ...
1. Hide - +1 to Dexterity checks for being unobserved and unseen.
2. Sneak - +1 to Dexterity checks for being unobtrusive and unheard.
3. Pilfering - +1 to Dexterity checks for pick pocketing and similar actions.
4. Underworld Knowledge - as default list.
5. Climb - +1 to Dexterity checks for scaling sheer surfaces.
6. Locks - +1 to Dexterity (and Intelligence, in the case of electronic devices) checks for detecting, deactivating and general understanding the nature of locking mechanisms.
7. Traps - like Locks, above; but concerning traps.
8. Backstabbing - When making a Surprise and/or Rear attack, the Outlaw may strike with +4 and do ×2 damage + 1 point/rank.
ROAD WARRIOR
They've got you wrong. You're not a coward. Stupid, maybe, but not a coward.
1. Repair - Allows +1 to Intelligence checks to repair technology. Permits jury rigging and modifications to technology at 1/2 of standard Intelligence check. Also permits +1 to checks researching Ancient Artifacts.
2. Weapon Usage - as default list.
3. Underworld Knowledge - as default list.
4. Drive - Ability to drive a vehicle in hazardous conditions; +1 to Dexterity checks.
5. Survival - With a successful Intelligence check, allows for 1/2 damage from hostile environmental damage/effects.
6. Intimidate - Use physical and emotional strength to tactical advantage. +1 to initiative and reaction rolls.
7. General Skill/Knowledge - as default list.
8. Tactics - +1 to Surprise checks.
WAYFARER
Bloodkin to the bear that bit Jim Britcher's ass!
1. Direction Sense - In wilderness environments, the Wayfarer cannot become lost due to natural confusion. In underground environments, this requires a Mental Strength check, with a +1.
2. Healing - +1 bonus to healing check. 1d4 HP.
3. Herbalism - Permits healing for 1d4 HP xRank and Cure Disease effects if appropriate ingredients are on hand or a successful Foraging check is made.
4. Hunting/Tracking - Allows a +1 to Intelligence checks to hunt and/or track prey in wilderness environments; 1/2 that value underground and 1/4 that in urban environments.
5. Survival – as default list.
6. Animal Handling - The husbandry and training of beasts, this skill allows for a Charisma check with a +1 bonus for success.
7. Riding – as default list.
Use the following tables instead of the default Skills/Areas of Knowledge tables found in the Dragon Magazine Article included in the Core Rules to create more specialized character types. Roll 1d4 for your total number of skills, and then 1d8 for each randomly determined skill.
HOLY DELVER
Priestly characters who've been down too long in the midnight sea ...
1. Blessing - +1 bonus to any give check.
2. Prayer - The ability to appeal to the Holy Delver's patron for miraculous events, effects, or outcomes; as defined below depending on what the given religious doctrine defines. Similar to a Sorcerer's Arcana to alter reality with magic in regards to how often a day such appeals may be made, but determined with Charisma rather than Mental Strength.
3. Healing - +1 bonus to healing check. 1d6 HP.
4. Rebuke - Repel 1d6×rank worth of religiously opposed forces with Charisma check. See Religions below for further details.
5. Sermon - +1 to group morale when made before an undertaking.
6. Cure Diseases - +1 to Mental Strength attribute check to miraculously cure an ailment.
7. Create Holy Waters - creates 1 dose/rank worth of religiously charged waters. May be used as 1d4 healing, 1d6 damage to religiously opposed creatures, and limited warding vs such.
8. Scribe - to transcribe Prayers for latter day usage. Use Sorcerer Scribe as rule guide.
I am the law ... runners beware!
1. Interrogate - get to the truth of a matter via threatening means. +1 to such Charisma checks.
2. Drive/Riding - Ability to drive a vehicle or ride a beast in hazardous conditions; +1 to Dexterity checks.
3. Weapon Usage - As per default skill listing.
4. Intimidate - Use physical and emotional strength to tactical advantage. +1 to initiative and reaction rolls.
5. Legal Knowledge - as default list.
6. Underworld Knowledge - as default list.
7. Detect Lies - +1 to Mental Strength checks vs recognizing falsehoods told by individuals. Ineffective against rumors and general hearsay.
8. Tactics - +1 to Surprise checks.
A thief by any other name ...
1. Hide - +1 to Dexterity checks for being unobserved and unseen.
2. Sneak - +1 to Dexterity checks for being unobtrusive and unheard.
3. Pilfering - +1 to Dexterity checks for pick pocketing and similar actions.
4. Underworld Knowledge - as default list.
5. Climb - +1 to Dexterity checks for scaling sheer surfaces.
6. Locks - +1 to Dexterity (and Intelligence, in the case of electronic devices) checks for detecting, deactivating and general understanding the nature of locking mechanisms.
7. Traps - like Locks, above; but concerning traps.
8. Backstabbing - When making a Surprise and/or Rear attack, the Outlaw may strike with +4 and do ×2 damage + 1 point/rank.
They've got you wrong. You're not a coward. Stupid, maybe, but not a coward.
1. Repair - Allows +1 to Intelligence checks to repair technology. Permits jury rigging and modifications to technology at 1/2 of standard Intelligence check. Also permits +1 to checks researching Ancient Artifacts.
2. Weapon Usage - as default list.
3. Underworld Knowledge - as default list.
4. Drive - Ability to drive a vehicle in hazardous conditions; +1 to Dexterity checks.
5. Survival - With a successful Intelligence check, allows for 1/2 damage from hostile environmental damage/effects.
6. Intimidate - Use physical and emotional strength to tactical advantage. +1 to initiative and reaction rolls.
7. General Skill/Knowledge - as default list.
8. Tactics - +1 to Surprise checks.
Bloodkin to the bear that bit Jim Britcher's ass!
1. Direction Sense - In wilderness environments, the Wayfarer cannot become lost due to natural confusion. In underground environments, this requires a Mental Strength check, with a +1.
2. Healing - +1 bonus to healing check. 1d4 HP.
3. Herbalism - Permits healing for 1d4 HP xRank and Cure Disease effects if appropriate ingredients are on hand or a successful Foraging check is made.
4. Hunting/Tracking - Allows a +1 to Intelligence checks to hunt and/or track prey in wilderness environments; 1/2 that value underground and 1/4 that in urban environments.
5. Survival – as default list.
6. Animal Handling - The husbandry and training of beasts, this skill allows for a Charisma check with a +1 bonus for success.
7. Riding – as default list.
8. Foraging - To find supplies in a wilderness environment with one's wits alone. Permits an Intelligence check with a +1 +Rank for success