Academic
| Level | Experience | Wounds | Stamina | Skill Points |
|---|---|---|---|---|
| 1 | 0 | 1d6 (min 3) | 1d2 | 4 |
| 2 | 1500 | — | +1d2 | +2 |
| 3 | 3000 | +1 | +1d2 | +2 |
| 4 | 6000 | — | +1d2 | +2 |
| 5 | 12000 | — | +1d2 | +2 |
| 6 | 24000 | +1 | +1d2 | +2 |
Saving Throws
| Level | Paralyze | Poison | Breath | Device | Magic |
|---|---|---|---|---|---|
| 1 | 15 | 14 | 16 | 12 | 13 |
| 2 | 15 | 14 | 16 | 12 | 13 |
| 3 | 15 | 14 | 16 | 12 | 13 |
| 4 | 13 | 12 | 13 | 10 | 11 |
| 5 | 13 | 12 | 13 | 10 | 11 |
| 6 | 13 | 12 | 13 | 10 | 11 |
Starting traits:
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Skill Points Progression: Academics get Skill Points, which can be used to improve their skills. Each Academic career has a defined list of skills. Characters start with a base proficiency of 1-in-6 in these skills and can spend Skill Points to improve them.
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Read & Write: All Academics can read and write in their native language.
Careers
Academics represent trained professionals and learned specialists:
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Apothecary — a herbalist and medicinal practitioner
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Barber — a barber-surgeon skilled in field medicine and minor surgery
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Engineer — a technical specialist in construction, siege machinery, and devices