RPG/Archaeologist
| Archaeologist | |
|---|---|
| Specialty | History |
| Subjects | Art, Science, Language |
| Origin | MSF High |
| Level | HP | MP | Special Abilities |
|---|---|---|---|
| 1 | 14 | 6 | Trap Mastery +2 |
| 2 | 28 | 12 | Identify +2, Improvise Weapon +2 |
| 3 | 42 | 18 | |
| 4 | 56 | 24 | Trap Mastery +4, Improvise Weapon +4 |
| 5 | 70 | 30 | Identify +4 |
| 6 | 84 | 36 | Improvise Weapon +6 |
| 7 | 98 | 42 | Trap Mastery +6 |
| 8 | 112 | 48 | Identify +6, Improvise Weapon +8 |
| 9 | 126 | 54 | |
| 10 | 140 | 60 | Trap Mastery +8, Improvise Weapon +10 |
Special Abilities
Trap Mastery +X: An Archaeologist gains a bonus of +X to any rolls made to detect, identify, disarm, create, or reset traps.
Identify +X: The Archaeologist gains a bonus of +X to all rolls made to identify artifacts, relics, and other very old things. With a regular success, they can learn the age and origin of an item.
With greater successes, they may learn more, such as the item's personal history or the identity of its creator, or gain insights into the function of an item, learning an ancient device's controls or how to shut it down or power it.
Improvise Weapon +X: Once per day, an Archaeologist may pick up any item that would not be normally considered a weapon and use it as an improvised melee weapon. The GM should decide its damage and which stats it can use(and do so fairly arbitrarily, using weapons as a guideline but occasionally assigning an item incredibly high damage values, but changing those damage values each time it is picked up), though it will use the History and Home Ec skills to be wielded. The Archaeologist gains a +X to both attack and damage rolls made when using this weapon. Once the archaeologist sets down this weapon, they lose the bonus and the item is no longer considered a weapon. Some examples of potential improvised weapons:
Chair: 1dstr+3+d4 damage, Strong or Precise stance.
Priceless Ming vase: 2+dAgi damage, Fast, Strong, or Precise stance.
Journal: 3dPer damage, Strong stance.
Desk lamp: 1dStr+2d6 damage, Fast stance.
Stop sign: 1dStr+2d8 damage, Strong or Precise stance.
Dinosaur bone: 1dstr+1d12 damage, Strong or Fast stance.
Torch: 1dAgi+4d4 damage, Fast srance.
Ancient clay pot: 1dAcc+5d4 damage, Precise stance.
| MSF High RPG | ||
|---|---|---|
| Characters | Character Creation • Races • Facets(Special • Galactic • Other) • Skills and Stats • Advantages • Disadvantages • Dispositions | |
| Items | Weapons • Magical Clothing • Shields • Spellbooks • Concoctions • Item Enhancements • Crafting • Mundane Items • Legion-Exclusive | |
| Rules | Combat • Trauma • Rolling • Animals • Vehicles • Other Rules | |
| Magic | Spells (Fire • Water • Earth • Wind • Light • Sound • Purity • Entropy • Mind • Body) | Summoning • Boosting Magic | |