1879: Profession High Tiers: Explorer

To go, to see, to dare… the Explorer has already covered a lot of miles by the time they reach the Warden Tier. They’ve learned a great deal about how to get there, how to get back, how to survive the trip, and how to talk about it so that someone pays for the next voyage. At Warden, the Explorer¬† becomes a true expedition leader, with the focus on guiding others. Put the Leadership Skill together with Inspire Others and you’ve got someone that can convince you to follow them. Escape Plan and Safe Path ensure finding the most optimal route. And, of course, when things inevitably go pear-shaped, Graceful Exit may get the Explorer out of the pickle, and Defense, Lion Heart, and Resist Pain will help when leaving isn’t an option. The Warden Explorer’s eyes have grown sharp with experience, and it’s the rare entryway or hint of treasure that can remain hidden. A moment of effort, and the cry goes up: Aha! There it is!

With the Master Tier comes the ability to convince outsiders that helping the expedition would be a good idea all around. A few minutes to address the crowd, an Oratory Test, and it’s all sorted, we’re through and on our way. If that doesn’t work, a little extra cajoling might help – be good chaps and give us a hand, won’t you? A bit of the darker side of a Profession built largely on reputation and achievement comes to the fore as well, though, as the Explorer learns how to Undermine those rivals who aren’t present to attack directly, and how to let insults slide off and remain focused.

Skills and Abilities

  • Warden
    • Core Skills
      • Escape Plan, Graceful Exit, Inspire Others, Leadership, Safe Path
    • Optional Skills
      • Defense, Lion Heart, Pilot (Airship / Ship / Vehicle), Resist Pain, Sure Mount
    • Abilities
      • The character gains +1 to their Social Defense.
      • The character gains +1 Recovery Test per day.
      • The character’s Recovery Step increases by +1.
      • Aha, There It Is: The Explorer may spend up to their Wound Threshold in Strain, and gain +1 Step per Strain point to a Perception or Awareness Test to locate a hidden structure or a buried object outdoors, or a hidden door or other secret entrance or passageway indoors. The Explorer must spend one full minute in concentration to invoke this ability.
  • Master
    • Core Skills
      • Oratory, Perfect Focus, Second Chance, Steely Stare, Undermine
    • Optional Skills
      • Lion Spirit, Now You Don’t, Relentless Recovery, Resist Taunt, Unflinching Fortitude
    • Abilities
      • The character gains +2 to their Mystic Defense.
      • The character’s Max Karma increases by 15.
      • Be Good Chaps and Give Us A Hand, Won’t You?: The Explorer spends their Wound Threshold in Strain, and gains one automatic success and +5 Steps to an Oratory Test to convince the locals to provide assistance. This may be for carrying home the treasure, rendering medical aid, sharing food and water, or any other purpose directly related to exploration and returning with the results.