Living Death Character Kits - Scientist


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Scientist
Class Tradesman
Ability Requirements Int 14
Prime Requisite Intelligence
Hit Die d6
Attack as Tradesman
Save as Tradesman
Advance as Tradesman
Exc. Strength? No
Spell Ability? No
Exc.Constitution? No
Starting Cash: 4d6
Proficiencies - Weapon Slots 3
Additional Slot: 4
Nonproficiency Penalty -3
Nonweapon Slots 6
Additional Slot 3
Available Categories General, Educational
Bonus Proficiency Any 1 Educational
Recommended Proficiencies Academician

Overview

The 1890s is a period of wondrous advancement in many fields of science. While the most well-known of these is certainly electricity, significant advances are being made in chemistry, astronomy, optics, medicine, and countless other fields. Gothic Earth's scientists are pioneers who seek to eradicate disease and create technological wonders undreamt of.

Description

The exact nature of a scientist's work often dictates his garb and equipment. Still, a few generalities can be noted that cross the lines of specialty that divide the world's scientists.

For the most part, these folk are neat and orderly in their habits and dress. If they do not come from an upper-class background, they have received a great deal of formal training that imparts upon them a professional and distinguished air.

Many such individuals are prone to eccentricities and affectations. Any player running a scientist should specify an unusual characteristic that sets his character apart from others.

Role-playing

Gothic Earth's scientists are often considered to be introverted and cold. To be sure, most would rather be hard at work in their laboratories than enjoying a night on the town. The latter criticism, however, is often untrue. Most scientists pursue their work with the dream of making everyone's life better.

Of course, there are those who see science as nothing more than a means to acquire personal power. Some even dream of a day when they can harness untold powers and use them to bring the rest of the world to its knees.

Special benefits

Each scientist selects an area of expertise from the proficiencies of the   Educational group. This is considered a bonus skill and no slots need be allocated for it. Additional slots can (and probably should) be expended to increase the character's chances of success when using the skill.

Scientists are as at home in their laboratories as a sailor is on his ship or a cavalryman is in his saddle. Because of this, these characters receive a +2 bonus on any Educational proficiency checks made when in a well-equipped laboratory.

In order to qualify for this bonus, the laboratory in use must have been designed for research similar in nature to the area being explored. A botanist gains no benefit from researching a problem in an optics laboratory.

All scientists are assumed to begin play with access to a laboratory sufficient to meet their research needs. This facility is not theirs to do with as they please, however, and presumably is part of a school, museum, or  similar institution. If a player wishes to outfit a private laboratory for his character, the cost to do so is assumed to be $1,000 per level of the scientist. As the character advances to each new level, an addition $1,000 must be expended to keep the facility stocked and up to date.

Special hindrances

Not only are scientists at home in their laboratories, they also are very  dependant upon them. Because of this, checks made for Educational proficiencies suffer a -2 penalty if they are not made in a well-equipped laboratory of the appropriate type. This penalty may be waived under special  circumstances, as dictated by the Dungeon Master.

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This page last updated 10/13/98.  For problems/questions/comments regarding the pages contact the webmaster.