Down there in the hollow interior of the planet is a hidden land called “Nychrophatia”, filled with people calling themselves “Glubbadingdongs” who farm “chammacoots” and worship “Borlaxius Meru”. That's the story my father used to tell while he beat me.
Scholar is a versatile, utility-focused archetype centered around book-learning and applied knowledge. This makes it a good choice for anybody that wants to play a “smart” adventurer. None of its abilities depend on any technology more advanced than literacy, either, making it widely-available in a variety of settings.
Scholar | Know things. | |
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caret-right | Adaptive | Unlock knacks. |
caret-right | Comprehensive | Reuse keystones. |
caret-right | Eidetic | Remember everything. |
caret-right | Polymath | More knacks in operations. |
caret-right | Polyglot | Learn new languages easily. |
Utility | plus-circleIdentify: You can accurately identify a single object or creature in your presence. The referee will tell you what it is and maybe something interesting about it that cannot be learned just by looking at it. This information can be general (“that's a Schnozz-Beast, they're immune to poison and feed on daydreams”) or specific (“that's the original lost crown of the Dukes of Belfort, stolen in the year 785 by a Schnozz-Beast.”) plus-circleSpecial Identities: If the thing you're identifying is random dungeon dressing with no further function than to look cool, the referee can feel free to tell you that too. If you're trying to identify something that is truly and completely unprecedented (and therefore you have had zero chance to ever read about it or anything similar or even theoretically similar) then the referee can tell you you have no idea, but this should be exceedingly rare. Even the lack of information is a kind of information that can potentially be used to your benefit, however. minus-circleMojo: Roll a trigger die whenever you identify something. If the result is 1-6, then doing so costs 1 Mojo. You cannot identify anything if you have no Mojo remaining. |
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Utility | plus-circleLet's Try Again: You're exceptionally skilled at fine-tuning your problem-solving methods. When one of your knacks gets locked out during an operation challenge, you can choose to unlock it again. minus-circleMojo: Every time you unlock a previously-locked knack, it costs 1 Mojo. minus-circleUnshared: You can only unlock your own knacks with the Adaptive ability, not anybody else's. |
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Utility | plus-circleWorth A Second Look: You know how to glean more lessons and insights from a given source than those who are less academically trained. This gives you a chance to retain keystones every time you use one to level up, gather data for research, temporarily boost yourself, or similar keystone-consuming activities other than selling them. minus-circleWell's Dry: Roll a trigger die every time you use a keystone. If the result is 7+, it doesn't get consumed and you can use it again; if not, then it is consumed as normal. |
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Utility | plus-circleTotal Recall: You can remember (and recreate to some degree) with perfect accuracy anything that you saw, heard, or otherwise sensed no matter how brief the exposure. | |
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Utility | plus-circleJack Of All Trades: You know a little bit about almost everything. This gives you access to your first three knacks in all operations (+1 per relevant ability you know) instead of only your single first knack (+1 per relevant ability you know). | |
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Social | plus-circleOmelette Du Fromage: You know three words of your choice in every language that exists, even ones you've never encountered or even heard of before. You can choose to know different words in different languages if you want. plus-circleShifting Memory: Once you choose which three words you know, you're only locked into them for the duration of the current session. You can choose to know three completely different words in the same language during a different later session. |
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Social | plus-circleLinguist: You have a powerful gift with languages, allowing you to learn them exceptionally quickly and cheaply. When encountering a language that you don't already know (in spoken, written, signed or whatever other format) you can choose to learn it. Once you've learned a language, you know it permanently and don't need to re-learn it in the future. minus-circleDosh Cost: Learning a new language costs Dosh based on the obscurity and complexity of the language in question: - Common languages with a wide community of speakers and contemporary culture/traditions cost 1 Dosh to learn. - Obscure languages with few living speakers or highly unusual grammar cost 2 Dosh to learn. - Exotic languages with no available primary speakers at all cost 5 Dosh to learn. - Alien languages conveyed with methods normally unavailable to humans (such as via pheromones, telepathy, subsonic vibrations, infrared manipulation or binary data transfer) cost 10 Dosh to learn. |
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Sidebar: Language Acquisition |
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Any creature without the Polyglot ability can learn a new common language for 5 Dosh or an obscure language for 10 so long as they have access to materials and native speakers. Exotic and alien languages are completely unavailable. |