2019-09-29

Denizens Of The Forbidden Lands: Sages Of The Forgotten Libraries

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After a Noble and Yeoman classes for Forbidden Lands, here comes a Sage, a class for characters that focus on lore, insight, and recalling half-forgotten teaching and folk remedies.


Sage


Education is a rare thing in this wretched times, when people have to focus all their effort at mere survival. Sure, everyone heard some old tales during the cold winter nights, but a lot of learning was lost to the mists and time. Still, there are some folks who sipped from the well of lore deeper than the others, treasuring old stories and half-forgotten truths. You are one of them and not letting your knowledge die. You are a Sage.


Key Attribute: Wits

Skills: Crafting, Healing, Insight, Lore, Performance
Typical Nicknames: Haughty, Longbeard, Old, Owl, Wise, Softtouch, Croaker, Silent.


Pride
Choose one or create your own:
  • Stories you recall are always true.
  • You can see past any lie.
  • You can patch any wound and cure any disease.
Dark Secret
Choose one or create your own:
  • You have found access and read a dark book, learning some terrible secret.
  • You can't stand being proven wrong.
  • You let someone important die.
Relationship
Choose one or create your own:
  • ... is in terrible need of teaching and guidance.
  • ... knows things of great importance, even if they might not be aware of the worth of their knowledge themselves.
  • ... was your student in the past.
Gear
A staff or club, a knife, bandages, one item of your choice from the list of trade goods, d6 Silver, Food d6, Water d6.


The Sage's Talents
The following three profession talents are available to Sage. You get 1 rank in one of those talents at the character creation.

Path of Empathy
You are master of observing others, peering deep into their souls to know them better than anyone else, including themselves.
  • Rank 1: Before making an Insight roll, you can spend 1 WP to convert all of your base dice into skill dice.
  • Rank 2: When you make an Insight roll to defend oneself against abilities, spells, and effects that allow such defense, you can gain +1 bonus per WP spent.
  • Rank 3You can combine cold-reading, empathy, body-language, and some hypnosis to read the target's emotions, thoughts, and knowledge. You need to speak with the target for a few minutes. Each WP spent allows you to ask one yes/no question and the subject will answer truthfully, according to their knowledge, either plainly, or betray through body-language, half-truths, or obvious lies. This does not work on monster, though monsters masquerading as mortals can be revealed by their answers being inconsistent with things you already know.
Path of Legends
You search the stories of the past and legends as keys to solve problems of today, finding snippets of arcane knowledge to ward away evils.
  • Rank 1: Before making a Lore roll, you can spend 1 WP to convert all of your base dice into skill dice.
  • Rank 2: When you fight a monster that you successfully recognized with a Lore roll, you can use various folk countermeasures and warding signs against its abilities. When the monster uses a supernatural ability (including any fear attacks), you can take a fast reactive action to spend 1 or more WP. Each WP spent reduces the monster's dice pool by 1.
  • Rank 3: You can ward a camp or a stronghold against intrusion of demons and undead. For each WP spent, all demons and undead intruding reduce all their dice pools by 1 while within the confines of a camp or a stronghold. The protection lasts for a day in case of camp, or as long as the stronghold remains inhabited by mortals and not desecrated by black magic, murder (or similarly heinous act), or an undead or demon settling for at least a full lunar month.
Path Of Medicine
You are particularly adept at tending to injuries and caring for sick.
  • Rank 1: Before making a Healing roll (or Performance used to mend broken minds), you can spend 1 WP to convert all of your base dice into skill dice.
  • Rank 2: When you provide medical aid to critically injured ally, you can reduce the time needed to heal the issue by 1 per Willpower point spent (before halving for a successful Healing check), to a minimum of 1 day.
  • Rank 3After you make a Healing roll (or Performance used to mend broken minds), you can add one success to the roll for each Willpower point spent.

This article is not condoned or authorized in any way by Fria Ligen or Modiphius.

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