Scholarly character ideas?

Hi,

I’m contemplating a scholar as a second character, and am wondering what examples there are of scholarly pursuits in our game, where I take a definition from Definitions.com:
schol•ar•ly [skol-er-lee] adjective. Concerned with academic learning and research.

Of course, every in-game skill needs to be “learned” from someone with the “teacher” skill, but I’m looking for something deeper here -- something which would be fun to play, have a research component, and be a viable character choice that might add something to the existing game (without making demands of changes from plot).

Here are some examples/nonexamples of my own. To comment on one, please refer to them by number. I really would like to hear reasons why EVERYTHING could be looked at in a scholarly way, but be reasonable... If you have more examples/nonexamples, please continue the numbering from where I (or the previous person) left off. If chapter specific, please mention your chapter.

1. Celestial Magics.
Evidence against being a scholarly pursuit: (a) “study time” in the evenings is merely a matter of memorizing spells, not studying, (b) new spells cannot be researched, (c) in-game, my impression in Ashbury is that when spells change it is due to a change in the universe of magic, not one particular person’s scholarly pursuits.
Evidence for being a scholarly pursuit: The Alliance Rule Book (ARB) states that members of the scholar class are often “deep in study in the guilds researching arcane texts and documents.”

2. Earth Magics. Same as in 1 above.
Sidenote: Earth Magic, in Arch Enemies by Mike V (Ashbury fiction), seems to be portrayed as Channeling: casting spells tire you out, and rest replenishes them, not being limited in number each day.

3. Alchemy and other crafting skills.
Evidence for: several chapters have chapter-specific recipes, often which were researched in-game by characters. For example Deadlands has several Alchemical recipes against undead, Ashbury (HQ) has a special Alchemical recipe against the Red Madness disease, and the rumor is that in Barran (Gettysburg) one can use the in-game tags for various items to make your own recipes for Alchemy, Potions, Scrolls, etc. Intricate traps have a lot of research potential in any chapter, though high-level games probably just use wards instead.
Argument against: these examples are chapter-specific.

4. Monster experimentation.
Evidence for: Different monsters have different weaknesses (double damage from fire) and strengths (immune to ice). I’ve seen books in Ashbury which try to catalogue this sort of thing, so it is clear that characters have at least written down what they have learned in fights.
Question: How would people feel, in game or out of game, if there was a PC or NPC going around imprisoning monsters, stabbing them with various things, writing down what they found, and repeating? Maybe not my sort of scholarly pursuit…

5. History.
Evidence for: Ashbury has so much recorded history that it is difficult to sort through. Simply looking through old issues of the Ashbury Times is certainly research, and I could easily envision someone writing an in-game book about some aspect of the history of Ashbury (maybe from a skewed point of view…).
Arguments against: The inconsistencies between player guides, race packets, etc causes some difficulty merely in role-playing, since different people have conflicting truths about the same thing.

6. Mapmaking.
Argument against: It appears that, beyond the basic maps in the player guides, nothing is set in stone (and indeed provided maps are sometimes ignored). So plot cannot give detailed map information to PCs beyond what is publicly already available. For example, all the chapters are supposedly on the same planet – but does there exist a map which connects them? Is this a FOIG question, or is this a “no”? My experience is the latter.

7. Information (troop movements, who/what is causing a disease/rebellion/uprising/war, weaknesses of an arch nemesis, etc).
Evidence for: characters must talk to people, travel to places to scout things out, etc to gain information.
Argument against: This doesn’t seem to be a valid profession, by itself, for someone. Also, this appears to rely on in-between-game actions, which the ARB warns to “Just keep in mind that this is a live action game which takes place at the events. The on-line chats are there to enhance your role-playing fun and not replace them” – indeed, many plot submissions receive no response.

8. Fortunetelling.
Evidence for: Ashbury has a complete fortunetelling process laid out in the player’s guide. It is very intricate and looks like it would take a lot to really understand and get into. Plot could place clues in modules which are only understandable to these fortunetellers.

9. Gambling.
Evidence for: Just like in real life, one could figure out winning strategies to any in-game games.

10. Illusions.
Evidence for: Plot uses fireworks and smoke. A PC might also be able to? In addition, mirrors (if they won’t break easily) and light spells could be used.
Evidence against: I’ve never seen this.

I have no data yet about formal magic, or for looking up old in-game tomes, but feel free to create your own numbers!

On a related note, does anyone have examples of research books or research articles which were written in-game, and copied for wider use?

Thanks for your ideas!
Patrick
 
My non-combat PC is researching phrenology currently, with plans to publish his theories in the future. But thee work still is in the early stages, too soon to draw conclusions, more research subjects are needed, more observation and more interviews!
 
11. Necromancy. I'm not sure if this would fit your character concept, but what about studying Necromancy on a purely scholarly level, trying to figure out why it acts the way it does, how it taints the land, why it is considered to be so horrible. You could become a local expert on the subject and work with Earth Guilds, or you could be constantly fending off accusations of being a Necromancer yourself. The scholarly pursuit would be similar to Prof. Snape and the Dark Arts in Harry Potter or to FBI agents that study homicide. Just because the material your character would study is "evil" in nature doesn't necessarily mean the character has to be.
 
I will second OrcFighterFTW's idea about necromantic study. My secondary is an earth templar who isn't quite at studying necromancy directly yet, but she examines surrounding magics closely in order to try and find a cure for things like vampirism. (there is a secondary magic to study in her case because the campaign she features in has an LCO magic that deals with immortality among other things). But that little detail aside, it's lead me to a lot of very interesting roleplay with some characters who get it and some who do not understand the study at all.
 
A couple of us on the West Coast are currently in the process of attempting to measure and quantify magic as a whole (both Earth and Celestial) with the intent of being able to define relative power. We basically want to be able to say, "Well, if Casterman McAwesome can cast up to 943 BMUs (Basic Magic Units) a day with another 600 BMUs in Magic Items, and we all know how powerful Casterman McAwesome is, then this thing that measures over 9000 BMUs is ridiculously powerful."
 
#4 - True scientific experimentation. If your character concept revolves around testing unique monsters for their weaknesses, than go for it. I'd love to see a PC do it simply because it's a monster they've never seen before and their character concept dictates that they do this, instead of possibly just trying to figure out the trick to the monster of the week. Due to NPC limitations, you may be doing more of talking with a plot person about how you put it in a cage and poke and prod it.

#5 - History is always skewed either by the victor or the constant retelling of a tale until it becomes true. Conflicting truths are just that... conflict. Conflict drives the story. Someone knows exactly how it all went down but the truth is now what is most widely accepted. I wouldn't say that the inconsistencies in plot-provided packages is always on purpose or that it's always by accident either. But it can lead to good roleplay. Which is always awesome.

#6 - From an OOG Logistical standpoint, a true map of Fortannis can never be drawn up as you never know how many chapters there may be or where these lands will fit in together. So it's not because no one has thought of it but because from a business stand-point, we need room to grow and the only way to allow that is to have unlimited space to do so. We can't map it out now and say "Oh we only have 3 free continents, what will we do with this 4th new chapter who wants to join?"
 
Cúangol said:
4. Monster experimentation.
Evidence for: Different monsters have different weaknesses (double damage from fire) and strengths (immune to ice). I’ve seen books in Ashbury which try to catalogue this sort of thing, so it is clear that characters have at least written down what they have learned in fights.
Question: How would people feel, in game or out of game, if there was a PC or NPC going around imprisoning monsters, stabbing them with various things, writing down what they found, and repeating? Maybe not my sort of scholarly pursuit…
I also want to point out that a few players in the Seattle chapter do this (and I am sure in other chapters as well). Having a Bestiary is nearly invaluable and has led to IG tutelage of new adventurers on the dangerous flora and fauna.

More people doing this across Alliance is a good thing. :)
 
There's a character out there with a Craftsman: Monster Lore or something similar. Something like that's not limited to scholars, but might be the basis of a caster if you want to learn how to most effectively fight a certain type of monster via magic.
 
I just recently got a character approved who is a mortician. I intend on studying all the different burial/cremation practices as weel as the interrelationships of the body to positive (earth) and negative (necromantic) energies. Also why any body that has been inhabitted with negative energy seems to display more destructive tendencies towards those things that are imbued with positive forces.

There is also an apparent distinction of intelligence depending on how firmly bonded negative ebergy is, or how MUCH negative energy is attached. It should prove to be a very interesting line of research
 
Back
Top