The
Astrologer
by
Roger E. Moore
- | - | Horoscopes and Predictions | - | - |
Dragon | - | Classes | - | Dragon 45 |
NPCs for hire: One who predicts...
by Roger E. Moore
Astrologers are persons adept at forecasting
future events through
the study of heavenly bodies on earthly
affairs. They
are quite knowledgeable about the science
of astronomy as well as
astrology, and may have a strong background
in mathematics and
physics as well. If they are included
in an AD&D campaign, the DM
should insure that there are changing
celestial phenomena visible
from the lands of the campaign. Such phenomena
would include
phases of hte moon(s), eclipses, moving
planets, meteors, comets,
planetary oppositions and conjunctions,
occultations, etc. It is not
necessary for complete astrological and
astronomical charts to be
drawn own whenever a character wants his
or her horoscope read,
however. A simpler system for prediction
is given below.
Astrologers will accept employment for
long terms only with
Fighters, Rangers, Paladins, Thieves and
Assassins. They will consider
offers for a length of time starting at
one year minimum, preferring
lifetime employment if that is at all
possible. Prospective employers must
have constructed a fortress or freehold
in which the Astrologer may
himself or herself and all the necessary equipment. The standard
monthly wage for an Astrologer is 200
gp, though living space,
study rooms, a library, and observatory
areas must be offered initially
as well. A minimum expenditure for the
above items will run in the
neighborhoold of 20,000 g.p.
Any class of character may consult an Astroloer
on a short-term
basis for predictions or advice. Such
short-term hiring cannot exceed a
period of one week. Astrologers will charge
a standard fee of 75 g.p.
per day for short-term employers. Most
questions will take only 2-5
days to answer.
Astrologer Characteristics
Strength: d6 + 8
Intelligence: d4 + 14
Wisdom: d6 + 12
Dexterity: 4d4 + 1
Constitution: 3d4 + 3
Charisma: 2d4 + 6
Hit Dice: 7d4 + plus Constitution
bonuses, if applicable
Alignment: Astrologers have the
same range of alignments as Sages do (see the Dungeon Masters Guide, p.
32).
Astrologers wear no armor and wilt use
a dagger or staff in combat,
at the same odds to his as a 7th-level
Magic-User. The age of an
Astrologer ranges between middle-age and
venerable. Most Astrologers
(80%) are human, the rest being dwarven,
elven, half-elven,
and/or some other race, as the Dungeon
Master chooses.
Certain minor spells may be possessed by
an Astrologer at the DM's
discretion, Astrologers will only be able
to cast Read Magic, Light,
Continual Light, and Darkness, 15' Radius.
Astrologers may cast
these spells from scrolls if desired.
Rather than a regular spell book,
the references and tomes in a well-stocked
Astrologer's library provide
him or her with the information to cast
the spell. Only an Astrologer
may use these books in this way. These
spells may be cast as often per
day as a 7th-level Magic-User could cast
them. Astrologers who have
spell-casting ability will keep their
powers a secret. Magical items that
are not for the exclusive use of any other
single character class may be
used by Astrologers, and they may use
magical daggers and staves
[with bonuses to hit and damage, but no
other magical powers).
Astrologers make a living by charting the
positions of the heavenly
bodies and measuring the influence of
each of them on the daily lives
of characters. They produce diagrams showing
the projected appearance
of the heavens at certain times and use
these diagrams (called
horoscopes) to predict the future. The
predictions that Astrologers
make are frequently cryptic and vague
and may only describe the
forces that will be interacting, the magnitude
of danger to certain
parties, and hints about the nature of
the opposition. Adventurers
may consult an Astrologer to check out
the effects of a particular
undertaking and see if it will be difficult
or easy to accomplish.
The accuracy of the prediction depends
on the scope of the subject
matter, the person or persons about whom
the prediction is being
made, and the length of time into the
future the prediction is made for.
The further into the future the Astrologer
is forecasting, the more
general, hence more accurate, the prediction:
the prediction also becomes
more accurate the greater number of people
it concerns.
Note that the more accurate an Astrologer's
advice becomes, the
more cryptic it will be as well. Symbolism
will be heavily used in all
predictions.
With any sort of precognition in AD&D,
the Dungeon Master must
use considerable discretion to maintain
game balance. If players find
they can hire an Astrologer and get completely
accurate predictions
about the future, easily understandable
and in detail, they will become
much too powerful. Making the advice subject
to several interpretations,
with the possibility that the advice is
wrong altogether, keeps the
game from becoming stale.
Only one prodiction may be made from a
single horoscope, and
only one horoscope may be cast per week.
Whatever free time an
Astrologer has during that week will be
used to putter around with
astrological or astronomical projects,
and no real work will get done by
the Astrologer. Interruption of this "off-duty"
time will anger the
Astrologer and possibly reduce loyalty
and reaction scores to the characters involved.
Predictions concerning the actions of other
player characters must
be carefully handled, and may be frequently
inaccurate.
Horoscope Accuracy
Scope | Time of Prediction up to 1 week | up to 1 month | up to 1 year | over 1 year |
Person | 5% | 15% | 25% | 35% |
Group* | 15% | 25% | 35% | 45% |
City** | 25% | 35% | 45% | 55% |
Nation*** | 35% | 45% | 55% | 65% |
* -- Parties of up to 100 people, castles
and inhabitants, very small
tribes, and the like.
** -- Parties of up to 1,000 people, fiefdoms,
small towns and
cities, etc.
*** -- Groups of persons over 1,000 in number.
For each point of Intelligence and Wisdom
over 15 the Astrologer
has, add 2% to the base accuracy of any
predictions made.
If an Astrologer is questioned more than
once about a particular
prediction, he or she will repeat whatever
advice was given before,
even if it was wrong. The special comments
made on the Clerical spell
Augury
in the Dungeon Masters Guide and on the psionic discipline
Precognition in the Players Handbook may
prove helpful to a DM in
wording the prediction. A DM should feel
free to adjust the accuracy
of a prediction up or down by as much
as 20% depending upon the
complexity of the prediction requested.
A player may ask whether or
not there will be any people alive on
earth 100 years from now; unless
the DM plans otherwise, the answer may
be a simple yes. A question
on whether or not everyone alive at that
time will practice the worship
of a particular god will be answered in
more cryptic form ("Some shall
pay that being his due.") A question,
as to who will be king in 100
years might receive the reply, "The lambs
will follow the blind lion,"
which could symbolically represent any
one of a number of events or
personages, supposing that the prediction
was accurate.
Astrologers should be relatively rare in
any campaign. They can be
introduced to provide clues or suggestions
to players to lead them
toward a particular goal. Astrologers
may be found only in large cities,
where they will be part of an informal
organization similar to that of a guild.
Only one Astrologer may be hired out to
a player character at any
time.