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N.E.W. I took the plunge. Now What?
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<blockquote data-quote="Reynard" data-source="post: 6963562" data-attributes="member: 467"><p>So I made up my first career. Note that this career comes from an existing setting of mine (used for both fiction and gaming) so there are a couple of assumptions built in, but I think it is widely applicable to most post apocalyptic settings.</p><p></p><p><strong><span style="font-size: 15px">Seeker</span></strong></p><p><strong>Prerequisites:</strong> none</p><p><strong>Attributes:</strong> END +1, CHA +1, LUC +1, REP +1</p><p><strong>Skills:</strong> archaeology, history, [physical], survival, [technical], thievery</p><p></p><p></p><p>As a Seeker, you scour the remnants of the pre-Calamity world for ancient knowledge and artifacts. Perhaps you deliver them to the Cradles (the seats of learning) or sell them to the highest bidder, or even hoard them for yourself. </p><p></p><p></p><p><strong><em>Seen Everything:</em></strong> Nothing surprises you anymore. Whenever a ancient technology defense mechanism or other trap goes off, you gain a +1d6 or +3 DEF (whichever is appropriate) versus the incoming attack or effect.</p><p></p><p></p><p><strong><em>Toolkit:</em></strong> You gain a set of high quality tools.</p><p></p><p></p><p><strong><em>Haggler:</em></strong> You are adept at bareting. You gain a +1d6 to any attempt to strike a deal for goods or services. In addition, if you expend a LUC die you can reduce your cost or improve your fee by the result of the LUC die x5%. Only one LUC die may be expended this way.</p><p></p><p></p><p><strong><em>Ancient Technologist (requires Seen Everything):</em></strong> You are familiar with ancient technology and next take a penalty for unfamiliarity (but do not necessarily gain any bonus or other benefit) when using ancient technological tools, weapons or other items.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Reynard, post: 6963562, member: 467"] So I made up my first career. Note that this career comes from an existing setting of mine (used for both fiction and gaming) so there are a couple of assumptions built in, but I think it is widely applicable to most post apocalyptic settings. [B][SIZE=4]Seeker[/SIZE][/B] [B]Prerequisites:[/B] none [B]Attributes:[/B] END +1, CHA +1, LUC +1, REP +1 [B]Skills:[/B] archaeology, history, [physical], survival, [technical], thievery As a Seeker, you scour the remnants of the pre-Calamity world for ancient knowledge and artifacts. Perhaps you deliver them to the Cradles (the seats of learning) or sell them to the highest bidder, or even hoard them for yourself. [B][I]Seen Everything:[/I][/B] Nothing surprises you anymore. Whenever a ancient technology defense mechanism or other trap goes off, you gain a +1d6 or +3 DEF (whichever is appropriate) versus the incoming attack or effect. [B][I]Toolkit:[/I][/B] You gain a set of high quality tools. [B][I]Haggler:[/I][/B] You are adept at bareting. You gain a +1d6 to any attempt to strike a deal for goods or services. In addition, if you expend a LUC die you can reduce your cost or improve your fee by the result of the LUC die x5%. Only one LUC die may be expended this way. [B][I]Ancient Technologist (requires Seen Everything):[/I][/B] You are familiar with ancient technology and next take a penalty for unfamiliarity (but do not necessarily gain any bonus or other benefit) when using ancient technological tools, weapons or other items. Thoughts? [/QUOTE]
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