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After completing 4 semesters, a player may learn an academic talent from the Skill Stack. | After completing 4 semesters, a player may learn an academic talent from the Skill Stack. | ||
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===== '''Academic Talents''' ===== | |||
While there is no official academic tag for talents, the following all qualify. These can all be found via the ''Core Rulebook,'' chapter 5, “Skill Stack”. | |||
'''Talents:''' Astronomer, Biologist, Calligrapher, Careful Appraiser, Cartographer, Chemist, Eavesdropper, Economist, Empathic, Engineer, Forgery, Geographer, Gossipper, Historian, Intelligent, Jack of all Trades, Knowledgeable, Lawyer, Medic, Persuasive, Politician. | |||
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After completing 12 semesters, a player is awarded with a degree in the relative field, gains a +1 to either their AWR, INT, CHA, or LUK, +5 Goodwill with the Academic occupation, and becomes eligible to teach at the university or become a Meritocrat. | |||
==== '''Becoming a Lecturer''' ==== | |||
If a player graduates from the Meritocratium, or possesses at least +10 Goodwill with the Academic occupation, they may put on a guest lecture once every 30 days. To do this, a player must spend at least 4 hours at the university, and may roll any skill they possess at least 5 points in, and has an academic application. For instance, a character may not use DEX/Sneaking, but may use INT/Religion, despite it not being taught. The results depend on the following checks: | |||
'''Skill Check of Less Than 15''' | |||
Rolling below a 15 results in a failed lecture. Very few people attend, and it contains details that are considered common knowledge. The player loses 1 Academic Goodwill. This result happens 3 times, the university will no longer approve lectures for this player. | |||
'''Skill Check of 15''' | |||
The lecture is a minor success. The player gains 60 sc for their time, +10 sc per 1 rolled over 15. | |||
'''Skill Check of 23''' | |||
The lecture is a great success. The player gains 150 sc for their time, and gains +1 Academic Goodwill. | |||
'''Skill Check of 30+''' | |||
The lecture is memorable for years to come. The player gains 300 sc for their time, +2 Academic Goodwill, and +1 Social Goodwill. | |||
Only a total of 5 Goodwill can be gained as a lecturer, and if a player gains that much Goodwill they may take 1 rank in the [[Archivist]] profession. | |||
Underbridge | |||
Within the foundations of Bridgemoor lies the Underbridge: a series of complex waterways, storage spaces, and basins. While the city has turned the majority of this massive space into sewers, there are hundreds of storehouses and open spaces that provide refuge away from prying eyes, creating an environment of mystery and ever changing demographics. Rumors of cults, ne'er-do-wells, and even entire “secret districts” run rampant about the Underbridge, with just as many liable to be true as are false. | |||
'''Sewer''' | |||
The Underbridge sewer is a vast, complex series of cauldrons, waterways, and basins that run the full length and breath of Bridgemoor. Many consider it to be an engineering marvel, a feat of civil ingenuity few civilizations accomplish in their history. Hundreds of sewer ways connect to drains and Arcane-infused copper pipes that whisk water to every part of the city, making such feats as indoor plumbing, bathhouses, and urban wells a common sight. | |||
Many above-bridge compounds and buildings have basements within the Underbridge, but are sealed off from the sewers. With this disconnect, the sewers have evolved into their own entity, housing the lost, the poor, and those who wish to go unseen. This makes sewer ventures unpredictable, as Bridge Knights and other officials avoid the bowels, only delving their depths should a problem arise that hinders Bridgemoor. | |||
The sewers act as a wealth of adventure opportunities. Ignored as they are, any number of creatures or individuals can find their within, and so can entire lost swaths of civilization. | |||
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===== '''What's That Smell?''' ===== | |||
While the Underbridge Sewers are a grand marvel, they also smell terrible. Facilitating the waste of thousands of tightly packed humanoids leads to nausea-inspiring heights. If players spend more than a hour in the sewers or fall/enter the sewage, they must make a DC 8 END check or become Sickened until they can breath fresh or, or the condition is cured via a spell. This DC is modified, increasing by 1 per hour players have spent in the sewers. | |||
If players spend more than eight hours in the same area, they become accustomed to the scent, no longer requiring checks until they move on. | |||
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==== '''Sewer Events''' ==== | |||
While wandering the sewers, players may come upon odd encounters, hostile creatures, or inexplicable events. These can act as side quests learned of from the surface, or simply as fun interruptions to other events within the sewers. | |||
Info | Info | ||