User Tools

Site Tools


scholar

This is an old revision of the document!


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 class 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.
caret-right Adaptive Unlock knacks.
caret-right Comprehensive Reuse keystones.
caret-right Eidetic Remember everything.
caret-right Factotum More knacks in operations.
caret-right Polyglot Learn new languages easily.
Enterprises Scholar School

Scholar

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-circleSupply-Driven: Roll a trigger die whenever you identify something. If the result is 1-6, then doing so costs 1 Supply or one use of a Mojo Catcher item. You cannot identify anything if you have no Supply/Mojo Catcher uses remaining.

Adaptive

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-circleSupply Cost: Every time you unlock a previously-locked knack, it costs 1 Supply/Mojo Catcher use.

minus-circleUnshared: You can only unlock your own knacks with the Adaptive ability, not anybody else's.

Comprehensive

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.

Eidetic

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.

Factotum

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).

Polyglot

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-circleSupply Cost: Learning a new language costs Supply/Mojo Catcher use 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 Supply/Mojo Catcher use to learn.
- Obscure languages with few living speakers or highly unusual grammar cost 2 Supply/Mojo Catcher uses to learn.
- Ancient languages with no primary speakers at all cost 5 Supply/Mojo Catcher uses to learn.
- Exotic languages conveyed with methods utterly alien to humans (such as via pheromones, telepathy, or binary data transfer) cost 10 Supply/Mojo Catcher uses to learn.
Sidebar: Language Acquisition
Any creature without the Polyglot ability can learn a new common language for 5 Supply/Mojo Catcher uses or an obscure language for 10 so long as they have access to materials and native speakers. Ancient and exotic languages are completely unavailable.

Enterprises

Scholar School The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here: the first such keystone per session costs 1 Supply, the second 2, the third 3, and so on.
scholar.1554911075.txt.gz · Last modified: 2019/04/10 09:44 by kyle