Scientists disdain superstition and magic, relying on rational thought and empiric method. Students of technology and purveyors of
ancient history, they view science as the means to liberate society from decline,
strife and barbarism. Examples of this
vocation are biologists, chemists, physicians, engineers and dashing
archeologists. Scientists are recognized
by their white coats and/or spectacles.
They may not use relics of
any kind and they have a limited selection of weapons. Not all scientists are
benevolent or wise; NPC scientists may be important to your campaig as they may
have access to wondrous and/or malevolent
inventions.
“Why every
school boy on Barsoom knows the geography, and much concerning the fauna and
flora, as well as the history of your planet fully as well as of his own. Can we not see everything which takes place
upon Earth, as you call it; is in not hanging there in the heavens in plain
sight?’
“This baffled
me, I must confess . . . She then
explained in general the instruments her people had used and perfected for
ages, which permit them to throw upon a screen a perfect image of what is
transpiring upon any planet and upon many of the stars.” (PM, XI)
Scientist NPC Skill Hit
Level ATTK Title Save
Rank Dice
1) +0 assistant +1 +1 1d6
2) +1 intern +1 +2
2d6
3) +1 intern +2
+2 3d6
4) +1
engineer +2 +3
4d65) +2 engineer +3 +4 5d6
6) +2 doctor +3 +4 6d6
7) +2 doctor +4 +5 7d6
8) +3 professor +4 +6
8d6
9) +3 professor +5 +6
9d610) +3 mastermind +5 +7 10d6
und so weiter
Primary ability for a scientist is intelligence.
ILLUSTRATION by Marc Shultz
Primary ability for a scientist is intelligence.
This is the preferred class for red Martians.
ILLUSTRATION by Marc Shultz
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