Like I said some days ago, I’m prepping a sandbox game with Stars Without Number, but will use the Apocalypse engine instead. To make sure my worload is manageable, I’ll use Dungeon World and tweak it a bit. One of the important part is the classes. So here is a couple of moves for an Academic type of character, built with both the excellent Class Warfare and Uncharted Worlds playtest documents in hand.
Fount of knowledge (based on Bardic Lore, CW p. 42)
Choose an area of expertise:
- Criminal underworld
- Interstellar cultures and customs
- Unusual creatures
When you first encounter an important creature, location, or item (your call) covered by your area of expertise, you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask how you came by that information.
Chemistry (UW; Ritual, DW Wizard; Mother of Invention, CW p. 50)
When creating an antidote, vaccine, drug, poison or pathogen in a lab, state the effect you want it to have and its method of transmission (spray, injector, pill, etc.) The GM will tell you one to four requirements :
- It will take days/weeks/months.
- You need someone else’s expertise.
- You need special tools/technology.
- You need special strain/molecules/ingredients.
- The best you can do is a lesser version, unreliable and limited.
Once you meet the requirements, roll +INT. *** On a 10+, you successfully create it. *** On a 7-9, it will have unintended side effects.
When using a medical facility, you can use the Patch Up move to cure debilities, install prosthetics and do anything else that could be accomplished by a skilled surgeon.