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 Rules and Character Creation

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Aelos
Pegasus Knight
Aelos


Posts : 97
Join date : 2014-03-31

Rules and Character Creation Empty
PostSubject: Rules and Character Creation   Rules and Character Creation EmptyMon Mar 31, 2014 3:24 am

Rules and Character Creation: The Introduction
After you've decided on an Order, it's time to create a character! The biography of your character will need to include how they came to join the Order. Each Order is distinct in some way, so make sure the story fits. Characters are generally assumed to be heroes/officers of the Order, to justify going on solo-missions. Characters can certainly be of lesser rank, even squires, if that is your choice. There is nearly infinite room in this aspect of character creation, just use your storytelling abilities to make it work!  It should be noted that PCs will not be the Grandmaster, or second in command, of their Order at creation. They may be senior officers, however. If you desire your character to be a senior officer, please ask permission via PM first.

In addition to the biography, your character will have certain concrete traits. While a good RP rule is 'Don't say your character is a great tactician, just RP them that way' we do use some mechanics in GM decisions. To help create a fair game, we have a trait system to handle certain aspects of characters. Select only the traits that fit your character, don't go for god-like power, and please create your character before deciding on traits. Otherwise just follow the instructions in the Traits thread.

After you've completed all of the above, and had it approved, there is one final step. Each new character receives 50 renown to spend at the start. This is not so much 'free renown' but to help your backstory fit your character's current status. As such, that 50 renown may be spent on something that is worth more than 50 renown if it fits into the backstory.

Here is a summary of your to-do list:

1. Decide which order you'd like to join.
2. Create your character and write his or her biography. You'll be added to your order's secret board shortly afterwards.
3. Read the contextual information on your order's board. Try to make sense of the ideology, but know you're a free mind.
4. Spend your renown points.
5. Slap a random commoner.


Last edited by Aelos on Tue Apr 08, 2014 6:29 am; edited 2 times in total
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Aelos
Pegasus Knight
Aelos


Posts : 97
Join date : 2014-03-31

Rules and Character Creation Empty
PostSubject: Re: Rules and Character Creation   Rules and Character Creation EmptyMon Mar 31, 2014 3:25 am

Character Sheet

Example of a character sheet, please post a summary in your signature!

Quote :

Name
Background; Order

WP:
Skill:
Speed:

Specialization I:
Specialization II:

Traits & Wounds:

Items: [only the weapons are necessary, but you can list other stuff too.]
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Aelos
Pegasus Knight
Aelos


Posts : 97
Join date : 2014-03-31

Rules and Character Creation Empty
PostSubject: Re: Rules and Character Creation   Rules and Character Creation EmptyMon Mar 31, 2014 3:26 am

The Stats

For the sake of fairness, character creation has to follow rules. This is what we essentially have in mind:

- Characters have stats, but they are more qualitative than quantitative. The traits were designed to give you a basis for you roleplay.
- There is no levelling up. As your character becomes more experienced, he will gain either more skills or more scars.
- If you don't understand the meaning of the stats, take a look at the "Combat" section of the rules. Or ask a GM.
- See below for starting attributes


Wound points (WP): health, hardiness and armor rating.
Skill: skill, experience and equipment quality.
Speed: speed and agility.

WP : Wound Points

Each successful hit cuts down one WP (so you can take two). 0 WP means knockdown. Standard amount of WP is 2, this can increase with traits.

SK : Skill Points

Players start with 0 in most cases.
Training and quality of the weapon increases that number.

SP : Speed

Its most common use is to determine the number of attacks that a character has per combat round. This is made
proportionally to the enemy's mobility value. A character with high speed, for instance, can attack three times while his heavily armored opponed do it only once (3:1 ratio).
Most characters will start with 0
Training and quality of the weapon increases that number.


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Aelos
Pegasus Knight
Aelos


Posts : 97
Join date : 2014-03-31

Rules and Character Creation Empty
PostSubject: Re: Rules and Character Creation   Rules and Character Creation EmptyMon Mar 31, 2014 3:27 am

Character Backgrounds

Alchemist: a general physician. You know how to heal people, and may have moonlighted as warrior, merchant, or even healer-for-hire. You
Quote :
May heal people.
May spend 10 renown to create one of the following poisons.
Deadly powder: a few drops in a liquid kills the target.
Numbness: coated on a blade or arrow, which then blurs the senses of the target upon successful hit.
Booster: a potion that acts on the targets nervous system and increases the production of adrenaline and other hormones, making him run faster or fight better. Slightly impairs target’s reasoning.

Adventurer: you are a free spirit and have decided to take control of your own destiny. You have quested for a long time, and have learned a lot from the world. In your journeys you may have found quite a number of quality items and equipment, but sold most of them, keeping only a few. Your weapon specialization varies.
Quote :
Pick one extraordinary item, weapon, or horse at character creation
OR
Get 2 free traits in addition to the usual 3 (5 free traits total).


Ranger: you have lived in the wilderness for a long time. If you did not undergo Silvermist education, you may even seem a bit uncivilized for the townsfolk, eating with your hands and such. You are an excellent hunter and trapper, and in the wilderness you often see what other people cannot. You are highly skilled in the use of bows or crossbows, but your real advantage over the others lies in your knowledge of the wilderness, its beasts and its dangers.
Quote :
Good in Bow OR Crossbow.
Survivalist
Stealth

Scout:similar to the ranger, but on horseback and on open terrain. You are among the fastest riders in Pendor, and in this category fit both Windriders and Clarion Rangers.
Quote :
Good in Polearms -OR- Bows.
Horseman
Tracking

Outlaw: Regardless of whether your order knows it or not, you were once an outlaw. You know how bandits think, where they would like hide, and how they fight. You also know where rich people like to store their valuables. As the ranger in his forest, you can find your way and survive well in any urban environment. Knows where to hide, where to find food, and where to ambush his enemies. Knows “people” in nearly every city. You may or may not have redeemed yourself and work against your former brothers in crime.
Quote :
Possible connection with the Red Brotherhood underworld (at the player’s choice)
Urban survivalist skills.

Seaman/seawoman: you were a man of the sea. You know how to sail, and can identify ship designs and flaw at a distance. Perhaps an Cezian marine, or perhaps the captain of a slave galley.
Quote :
Stellar navigation (RP only. Works on dry land too).
Seamanship (RP only)
May purchase a ship for 50% renown at character creation

Former Slave: You are a former slave. You may have been a soldier once, or even a scholar, but you have accepted your slave past and have molded yourself to it. Perhaps you were imprisoned for a long time, perhaps you were one of the thousands sold to the galleys. You know how to handle pain and punishment. Knowing about your past, people don’t expect much from you, which is why they are much more impressed by your deeds.
Quote :
+1 WP.
Branded (RP only)
Player may choose to resist all kinds of intimidation (RP only)

Master-of-arms:you were a man-at-arms, either independent or a king’s army, and eventually became the leader of a small warband, until the time you joined your order. You know how to handle all weapons, and, being part of many battles you also don’t lack the practical experience of battlefield.
Quote :
Good proficiency in all weapons.

Noble: you know how to deal with nobles. You have memorized every banner of every major Pendorian lord - and of some respectable foreign lords too. You know how to ride, how to fight with gentlemen’s weapons, and you have your own family signet ring and banner – even if it only flies over a small estate in Pendor’s furthermost countryside. Nobles are usually more pleased with your presence, but commoners fell a bit uneasy. Swords, crossbows and horseback fighting are natural for you.
Quote :
Start with good in sword and crossbow. Get a free horse.
Noble knowledge (heraldry, customs, geography)

Commoner: you speak the tongue of the people and will be able to mingle easier among them, possibly making a good agent, preacher or merchant. Your manners, however, greatly displease the nobles. You also know the basics of farming, woodworking, fishing and hunting, and have learned how to use bows and polearms - the poor man's weapons per excellence.
Quote :
Start with good in polearms and archery.
Commoner knowledge (farming, fishing, woodworking)

Scholar: you know much about many things. You speak most of the known languages, and you have memorized castle designs, Pendorian geography, and history books, and you know well the lore of the kingdom. Your martial skills, however, are severely lacking, and you must do a lot of effort in order to become competent on the battlefield.
Quote :
Terrible proficiency in all weapons (-2 Skill)
Scholar skills (lore, history, heraldry, engineering, languages, royal law)
Fast learner: if able to witness their use calmly, he mimics non-combat skills of other characters (for example: poisonmaking, healing, pyro, smithing, etc.). This ability has no cap.

Priest: you are the priest of a Pendorian god. You may perform blessings on people (thus improving your relation with them in that context), make curses (works well on the illiterate), and act as a minor representative of the respective church. Commoners often follow your suggestions, instead of that of the local authorities.
Quote :
May influence commoners and act as local authority in uncivilized regions. Beware of persecution by enemy priests.
One weapon at "Good" proficiency.

Merchant: before becoming a knight, you were once a merchant, and thus part of the blooming and wealthy Pendorian merchant class. You are the best at creating caravan routes or offering trade agreements. You may or may not have become a fighter to defend your goods, or a politician to gamble at higher stakes. You may also have bought your way into the nobility, becoming a lesser noble yourself. You are associated with one of the major merchant leagues (Heartland Trading, Larian Trading Company, Southern Trade conglomerate, at the player's choice). Your successful former business has given you powerful friends and enemies.
Quote :
Wealthy
At least one lord is in your pocket, and at least one other wants you dead (RP only)


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Aelos
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Aelos


Posts : 97
Join date : 2014-03-31

Rules and Character Creation Empty
PostSubject: Re: Rules and Character Creation   Rules and Character Creation EmptyMon Mar 31, 2014 3:27 am

Traits

Character Traits at Creation

All characters are granted the traits of their Background, plus THREE free traits which can be taken from the list below. Additionally, a character may take negative traits, and then positive ones to offset them, on a roughly 1-1 ratio (please confirm any choices with the GM's!).

Character traits (stat version)

I was made aware that many traits were confusing. Now some of those traits have gone to weapons and armor, which now have much more importance (in the fights only). For all the other stuff you have the character traits.

This was made also to separate fighting and RP elements, although I didn't have much success in that. Hopefully things will be smoother and actually make sense now.

Weapon Proficiencies

All Proficiencies of the same type are cumulative, and the prior tier is required to get the next. Therefore an Exceptional Swordsman would also have Good Swordsman, therefore their total bonus is +2 Skill (0 Base, +1 Good, +1 Exceptional)

Poor : As an order knight you must have a minimum proficiency at some weapon. You have failed that, but
somehow managed to pass the tests.
Quote :
-1 Skill

Regular : The standard for all weapons.
Quote :
No bonus, this is the base standard in all weapons, for all Orders.

Good : You have earned a good level of skill, far beyond that of the average soldier.
Quote :
+1 Skill

Exceptional : Your skill is a wonder to see, and you possess moves and knowledge of your blade usually reserved only for the elite.
Quote :
+1 Skill

Master : You have reached the pinnacle of skill in the weapon, and young students would come from far to learn at your feet.
Quote :
+1 Skill

Legendary : Your skill is the whispered about in the halls of the mighty, and sung about in local taverns. Your enemies say nothing, because they are all dead.
Quote :
No bonus, but literally becomes a local legend.
Requires payment of 100 renown.

Character Traits

Quick hands
The character has managed through much practice to become exceptional dexterous, which assists anything which requires light fingers or a careful touch.
Quote :
RP Only

Quick feet
After many hundreds of hours of footwork practice, either in the fencing salle, or running from the law, the character has become very light footed.
Quote :
+1 Speed when on light armor or lesser

Agile
Blessed with an exceptional ability to move in unexpected ways or more quickly than is normally possible.
Quote :
+1 Speed

Tough
Pain seems to affect the character very little, and as such they seem able to take more.
Quote :
+1 WP

Strong: He is strong, and get all benefits that come from that.
Quote :
(RP only)

Finesse : His high agility allows him to use small weapons better.
Quote :
+1 Skill with 1 Handed Swords or Daggers (may still use shield). Bonus only counts once in cases of Dual Wielding.

Sharpshooter : The character has mastered their ability to hit at extreme range.
Quote :
Bows and Crossbows may be fired at a much extended range. May not move and shoot when applying the bonus.

Horse Archer : Proven ability to shoot missile weapons while mounted.
Quote :
x2 Skill against unshielded opponents while moving.

Hidden Weapon: You hide things very well. So well, that your enemies can only be sure about which weapon you're carrying when you draw them.
Quote :
Allow the players to not inform the short weapon or weapons he is carrying.
May conceal a small weapon from cursory inspections

Journeyman Craftsman : You are able to make many items, given the right tools and equipment.
Quote :
May craft basic items and assess the quality of any equipment.
20% discount on new items and their upgrades.

Master Craftsman : You are able to efficiently craft virtually any item. Requires Journeyman Craftsman.
Quote :
May craft complex items, and assess the quality of any equipment.
Further 20% discount on new items and their upgrades (40% total).

Horseman: You can ride horses very well, including many which would be too stubborn or mythical for others to handle.

Acrobat: Feats such as climbing and not falling when someone bashes you.

Pyro: knows fires in all their varieties.

Pious: having drawn attention of one of the good gods, you are particularly resistant to the dark arts – e.g. poisons –, and more proficient in healing wounds (requires great in-game sacrifice to earn this).

Corrupted: having drawn attention of one of the dark goddesses (Azi Dahaka or Erida Occisor), you are particularly efficient when using the destructive arts – fires, poison, murders (requires great in-game sacrifice to earn this).

Herbalist: your healing works more efficiently. You’re also a good cook.

Poison maker: make deadlier poisons.

Trap maker: make a large assortment of traps, for a large assortment of preys.

Pack rat: at the cost of mobility, you may carry as many weapons as you like.

Beast repellent: while you look just like any other human, animals seem to be frightened in your presence. You can’t mount (but so can’t your enemies if they’re around you).

Keen senses: the character is able to see, hear and smell better than most Pendorians. He also receives lower penalties in situations that deprive him of one of his senses.

Slave marked: he was a slave once, and the typical owner brand in his forehead or back is evidence of that.

Diplomat : he knows how to handle politics. And other people know he knows it.

Tactician : character has insights (meaning GM tips) about tactical matters during a battle.

Wealthy : the character has a huge amount of gold stored somewhere.

Tracking : You can trace where men or creatures have previous passed.

Hardy : The character is more resistant to pain and injury than most. Injuries that would maim a regular knight become simple wounds on him.

Survivalist: You know how to survive in the wilderness.

Urban survivalist: You know how to survive in cities.

Basher : After a long time of practice, he becomes skilled in bashing with his shield.

Alchemist - Can create potions, powders and poisons. [requires Alchemist or Scholar background]

Sceptic - Far more resistant to the dark arts, and is less likely to believe lies. [requires GM approval]

Persuasive - Far more able to persuade others, you have a silver tongue.

Unflappable : the character is able to keep a steady mind under stress, and thus avoids psychological scars and traumas that would crush the lesser soldier (i.e. amnesia; afraid of death, etc. traits that a character may get after being knocked down or seeing terrifying things). But keep in mind that in this roleplay unflappable will be harder to acquire than in its predecessors, since both Orders will have to deal with stress and dark heresy that will be far more strenious on the nerves than a battlefield.


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Aelos
Pegasus Knight
Aelos


Posts : 97
Join date : 2014-03-31

Rules and Character Creation Empty
PostSubject: Re: Rules and Character Creation   Rules and Character Creation EmptyMon Mar 31, 2014 3:28 am

Renown and Equipment List

Renown represents nearly any type of currency within the RP.  This includes denars/money, personal charisma, fame/popularity, and influence.  When your character gains anything from this list, it is up to you to create the story as to why/how they have gained it.

Starting Renown Note: PCs begin with 1 weapon of their choice, armor of their choice, Courser. In addition to this, 50 renown is awarded which may be spent on additional equipment.  If it is appropriate/necessary because of the character's backstory, that 50 renown may be used to purchase a Masterwork/Lordly piece of equipment, any horse save for Noldor/Ironbred/Netherworld horses.  This is 'discount' is only allowed if it is necessary because of the backstory, however.


Renown Costs

Equipment (Weapons)

5 Renown : New 1 Handed Weapon (Normal Quality)*
5 Renown : New Throwing Weapon* (set of 5)
10 Renown: New Lance (Cannot Upgrade)*
10 Renown : New 2 Handed Weapon (Normal Quality)*
10 Renown : New Ranged Weapon*
10 Renown : Weapon Upgrade (Heavy) - Blunt Weapons Only, Stacks with Balanced.
15 Renown : Weapon Upgrade (Keen) - Cutting / Piercing Weapons Only, Stacks with Balanced.
5 Renown : Weapon Upgrade (Balanced) - Stacks with Heavy or Keen.
100 Renown : Weapon Upgrade (Masterwork) - Does not stack
5 Renown : Shield* (Reroll failed defence)
10 Renown : Large Shield* (-1 Enemy Ranged Skill, Reroll failed defence (rereoll twice against ranged)). May not be used while mounted.
' Shields may not be Upgraded.
* Characters may only carry as many weapons as it's sensible. GMs will judge the effects of the quantity. 3 weapons, or 2 weapons and a shield.

Equipment (Armour)

10 Renown : Light Armour (+1 WP, +1 Speed).
20 Renown : Medium Armour (+2 WP)
30 Renown : Heavy Armour (+4 WP, -2 Speed)
60 Renown : Armour Special (Mettenheim) - (+1WP). May be purchased as Heavy only.
60 Renown : Armour Special (Barclay) - (+1 Speed). May be purchased as Medium only.  
10 Renown : Armour Upgrade (Thick) - (+1 WP) - Does not stack with Lordly Upgrade
100 Renown : Armour Upgrade (Lordly) - (+1 WP, +1 Speed, + 1 Command Level) - Does not stack with Thick Upgrade


Equipment (Horses)

10 Renown : Mule (carries all your stuff everywhere!)
10 Renown : Courser*
15 Renown : Hunter* (+1 Charge, +1 mobility)
30 Renown : Larian Hunter* (+1 Charge, +2 mobility)
15 Renown : Light Warhorse* (+2 Charge)
20 Renown : Heavy Warhorse* (+3 Charge)
30 Renown : Armoured Warhorse* (+3 Charge, +1 WP)
40 Renown : Dragon Destrier* (+3 Charge, dragon bonus)
60 Renown : Ironbred Warhorse* (+4 Charge, +1 WP)
* Allows Character to Charge.


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Aelos
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Aelos


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Join date : 2014-03-31

Rules and Character Creation Empty
PostSubject: Re: Rules and Character Creation   Rules and Character Creation EmptyMon Mar 31, 2014 3:29 am

Weapon and Armour Statistics

Weapons (stat version)

One-handed

Swords: the basic. Nothing fancy.

Daggers, knives, short-swords:
Quick: +1 Speed.
Short weapon: automatically loses the first initiative (due to the range). Repeat for every enemy the PC engages. Repeat if enemy already engaged decides to gain distance and disengage.

Fighting picks: great for close distances.
       Awkward: -1 Skill.
Piercing: +1WP damage against mediuma and heavy armor.

Axes: heavier than a sword, but it also hurts more.
Shield breaker: a natural max (e.g. 6 in a 1d6) instantly breaks the opponent’s shield.
May or may not be short.
Slow: -1 to speed.

Morningstar:
       Piercing: +1WP against medium and heavy armor
       Slow: -1 Speed.

Maces, hammers and flails: slow, but great for one-hitting anything.
Clank: A natural max (e.g. 6 in a 1d6) automatically knocks target unconscious (and breaks a few of his teeth) if the hit lands.
Slow: -1 to Speed.

Two-handed

Glaive-like polearms:
Polearm: 2xSkill against cavalry. 3xSkill against charging cavalry.
Long weapon: always win first initiative roll. Always lose initiative for shorter weapons after that (unless you disengage and gain distance again).
Very slow: -2 to Speed.
Extra damage: 2WP damage

Spear-like polearms:
Polearm: 2xSkill against cavalry. 3xSkill against charging cavalry.
Long weapon: always win first initiative roll.
The length of this weapon allows you to reach the enemy before he reaches you.

Two-handed axes:
Shield breaker plus: any to-hit success breaks the opponent’s shield.
Very slow: -2 to Speed
Extra damage: 2WP damage.

Two-handed maces and sledgehammers:
Clank plus: any to-hit success knocks the opponent unconscious. Yes.
Very slow: -2 to Speed

Two-handed swords:
Long weapon: always win first initiative roll.


Ranged

Throwing items:
Multi: doubles as melee weapon (with -2 Skill due to lack of balance and poor design)
Shield breaker.

Bow: nothing special.

Crossbow
Reload: requires one turn cooldown to reload.
Extra damage: 2WP damage.

Weapon traits

So you see that some general weapon traits were added. Many of our fighting rules have been transferred to those traits in order to avoid excessive text. For instance, the 2x/3x polearm property against cavalry is now a trait, not a rule. As such, we (and you) are able to customize or create new weapons without the GMs having to rewrite the official rules or add exception upon exception. Another reason, as before, is to put more emphasis on strategy and teamwork. Here a handy list of the traits:

Base Traits (These are NOT upgrades, they are simply the base traits of the weapons listed above)

Polearm: 2x Skill against horsemen, 3x Skill if those horsemen are charging at you.
Short weapon: Always loses initiative against longer weapons. Wins initiative when the enemy is closer.
Long weapon: Always wins initiative on first round of combat.
Piercing: +1WP damage against medium and heavy armor.
Clank: A natural max (e.g. 6 in 1d6) knocks opponent unconscious if to-hit is successful.
Clank plus: Any successful hit knocks enemy unconscious.
Shield breaker: A natural max Breaks opponent’s shield, always.
Shield breaker plus: Any successful hit breaks opponent’s shield.
Quick: +1 to Speed.
Slow: -1 to Speed.
Very slow: -2 to Speed.
Extra damage: 2WP damage.
Awkward: -1 Skill.

Additional/customizable traits (These ARE upgrades you can purchase.):

Improvised: -2 Skill (non-cumulative).
Keen: +1 WP damage (non-cumulative) : 15 Renown
Balanced: if the to-hit roll resulted in a tie, roll again (non-cumulative) : 5 Renown
Heavy: +1 WP damage, -1 Speed : 10 Renown
Masterwork: +1 WP damage, +1 Speed : 100 Renown


Armors and armor traits

Shield: roll defense one more time. Player may choose to assume defensive position behind the shield and earn bonuses against strikes made against him.
Pavese shield: immunity against frontal attacks from arrows and bolts. Heavy.

Light armor: +1 WP, +1 Speed
Medium armor: +2 WP
Heavy armor: +4 WP, -2 Speed

Barclay steel: lighter and stronger steel [medium armors only]
Armour gains +1 Speed : 80 Renown (Medium+Barclay)

Mettenheim design: superior smithing [heavy armors only]
+1 WP (total of +5 WP) : 90 Renown (Heavy+Mettenheim)

Upgrades and modifiers:

Rusty/damaged: -1 WP
Thick: +1 WP
Lordly: +1 WP, +1 Speed, +1 Command bonus.
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Aelos
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Aelos


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PostSubject: Re: Rules and Character Creation   Rules and Character Creation EmptyMon Mar 31, 2014 3:29 am

Horses

Horse: can charge (= adds horse value to Skill value).
Horseback ranged weapons: 2x Skill against unshielded opponents.

10 Renown : Mule (carries all your stuff everywhere!)
10 Renown : Courser*
15 Renown : Hunter* (+1 Charge, +1 mobility)
30 Renown : Larian Hunter* (+1 Charge, +2 mobility)
15 Renown : Light Warhorse* (+2 Charge)
20 Renown : Heavy Warhorse* (+3 Charge)
30 Renown : Armoured Warhorse* (+3 Charge, +1 WP)
40 Renown : Dragon Destrier* (+3 Charge, dragon bonus)
60 Renown : Ironbred Warhorse* (+4 Charge, +1 WP)
220 Renown : Noldor Horse* (+4 Charge, +2 mobility)
300 Renown : Netherwold Charger (+6 Charge, +1 WP, Free "Intimidation" Trait, horse does not get tired) - NPC characters will be suspicious of Characters mounted on these.
* Allows Character to Charge.

((Also listed in the Renown lists for ease of use))
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Aelos
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Aelos


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PostSubject: Re: Rules and Character Creation   Rules and Character Creation EmptyMon Mar 31, 2014 3:29 am

Fighting styles

#1 You cannot create fighting styles (we were willing to allow that in the beginning, but the high customization was crippling us. I suppose you could do it if you had a Qualis gem). If reading this makes you sad, read rule number 3.

#2 You belong to a fighting style, meaning that you have or had a mentor in it.

#3 However, you may pick any skill from any other style. Therefore, you may customize your personal style that way, and, for instance, become an ecclectic that knows a bit of every style, or a specialist that has climbed all the steps of greatness and became a master himself.

#4 Any technique costs 50 Renown. None is free.

#5 You may create a backstory and a symbol for any style that already doesn't have one.

# 6 The unwritten ideals of martial virtue say that belonging to a fighting style represents years of training under the tutelage of a master, and it means complete devotion to a given style’s philosophy and principles. That being said... it is possible to go rogue and learn a bit of any style. See rule number 3.

#7 IC-wise, these styles are a systematized way of fighting, transmitted from master to pupil for decades or centuries.


--------------------------------------------------

Being a land constantly thrown into war and conflict, Pendor is home to many fighting styles. Some of them were systematized through the centuries and are currently taught to those who can pay, or to those who have earned it through impressive deeds. Some are transmitted orally, while some require extensive study of armorsmithing or human anatomy. Some, still, are taught secretly by order grandmasters to the knights they consider worthy.


[SYMBOL:]
Mettenheim School:
Imported from Mettenheim, this style teaches the philosophy and the techniques of the famous Greatswords. It is designed for those who prefer to fight on foot with two-handed swords. The Mettenheimers also use the weight of their heavy armors to swing their huge swords quicker and increase the momentum of their strikes. They cannot use this style without the needed counterbalance of a heavy armor. The Metteheim idiom “cutting a horse in half” may have originated from this fighting style.

(Req's Heavy Armour, Two Handed Sword, Master Two Handed Swords, May NOT be Mounted, Mettenheim Mentor)
Horse Cleaver: Two-handed swords have 2x Skill vs. cavalry.
Mettenheim Doctrine: Heavy armour grants +1 Skill for two-handed swords.
Spirit of Mettenheim: for a -3 Skill, the fighter may break an opponent’s shield with a two handed sword.
Heart of Mettenheim: +1 Speed while wearing Heavy Armour
_______________
[SYMBOL: A purple square with purple filling]
Shadow School:
The most corrupt circles of the Shadow Legion, Ebony Gauntlet and Eventide still practice what they learned from the followers of the dark goddesses during the Amalan Wars. This style is based on deception and treachery, and makes extensive use of poison and hidden weapons.


(Req's Eventide, Gauntlet, Shadow Legion, Master Small Weapon (Daggers or 1 Handed swords OR Master Throwing)
Dirty Fighting: the PC has a wide assortment of small weapons hidden in armbands, boots and belts. 4 uses per battle (throwing daggers, poison needles, pepper dust).
Concealed Weapons: may hide a small weapon of choice. Detectable only on a full strip search.
Dirty Trick: -1 Skill to an enemy (throwing sand in eyes, feints, etc).
Backstab: -2 Skill attack that does 2WP damage
_______________
[SYMBOL: black triangle on grey field]
Obsidian School:
This style uses the shield as an offensive weapon. On their right hands they wield only small weapons, usually daggers or simple swords. The shields of these fighters are often customized with spikes, sharpened edges, or reinforced metal.
The fighter is not only more efficient in blocking with his shield, but he also uses it with great prejudice in fights. Their training included breaking doors, killing horses and felling trees with their shields. These men are able to carry a thicker and heavier shield than the average Pendorian model. At one point in history, these fighters were hired as bodyguards by Sarleon lords.
The Obsidian philosophy states that “defense is important, but a good defense also means an overwhelming offense”.


(Req's Basher or Strong, Master 1 Handed Weapon)
Obsidian Smash: Bashing now causes 1 WP damage
Obsidian Crush: Bashing always causes knock down
Obsidian Strike: Bashing may now hit and knockdown horsemen. Cumulative with Crush.
Obsidian Force: Bashing now causes 2 WP damage (Req's Obsidian Smash)
_______________
[SYMBOL: a grey diamond]
Diamond School:
(Req's Hardy or Endurance or Tough, Master 1 Handed Weapon)
Diamond Shield: Immunity to frontal ranged attacks.
Diamond Sentinel: Incoming ranged attacks against adjacent friends at -3 Skill.
[Saeros: what?]
Diamond Ward: Ignores cavarly’s extra charge damage.
Diamond Guardian: Allows adjacent friends to re-roll failed defence (stacks with normal shield bonus!)
_______________
[SYMBOL: a red epée on orange field]
Barclay School:
The fencing style taught to Barclay’s elite swordsmen, who use longswords with great skill. This style has been enjoying increased popularity in the last years, particularly among the younger Pendorian nobility. This style favors speed and elegance, and requires a thinner sword and a free left hand – so no shields are allowed. Use of a Barclay blade is recommended, since its metal is sharper and harder to break.

(Req's Agile or Fleet of Foot or Quick Hands, Master 1 Handed Swords, Barclay Mentor)
Flurry of Blows: May make additional attacks per round at -2 Skill each.
Free Hand: +1 Speed. Keeps balance on unstable surfaces.
Pointy End: for a -4 Skill penalty, may ignore the enemy’s armor rating.
Fast Strike: +1 Speed in Light Armour or No Armour.
_______________
[SYMBOL: A red and black four-sided banner]
Marleons Tradition:
Marleons heavy cavalry was famous in the past. You somehow belong to that tradition, and you have learned to lance with the best horsemen of the Heartlands. The downside is that you are kind of clumsy on foot.


(Req's Mounted, Master Lance or Master Crossbow or Master 1 Handed Weapon)
Mounted Talent: +2 Skill while on horseback; -2 Skill on foot.
Glory of Marleons: Polearms no longer get the 3x Skill against charging cavalry.
Fire and Charge: May switch weapons with no penalty
Horse-whisperer: Mount is immune to fear / terror
_______________
[SYMBOL: Three arrows on green field]
Noldor Tradition:
A style that uses Noldor meditation to improve one’s reflexes in battle.

(Req's character is a Silvermist or Ravenspear or Radiant Cross or a character RPed as Noldor advocate)
Battle Meditation: Avoids one death blow per battle (roll again and counter attack). May not use heavy armor. May not be on horseback.
One with the Weapon: may roll another to-hit once per battle.
Friend of the Noldor: Noldor will recognise the character, and be more favourable towards them
Far strike: Range of ranged weapons increased.
_______________
[SYMBOL: a black snake on green field]
Snake Tradition:

Is the meditation technique created by Snake Cultists during the Amalan Wars, aimed at fighting the allies of prince Valdemar. The Cultists have reverse engineered the Noldor meditation and developed a way to counter it in battle, intuitively predicting the movements of the enemies who dare to use Noldor "wisdom" against them.

(Req's character is a Shadow Legionnaire or Gauntlet knight or an open follower of Azi Dahaka)
Disruption: Neutralizes all modifiers of Noldor meditation.
Prediction: Receives +1 Skill against all Noldor and practitioners of Noldor meditation.
Hallucinogenic: +5 Skill for 1 attack per combatant.
Grace of Azi Dahaka: Avoids one death blow per battle (attack is entirely nullified).
_______________
[SYMBOL: a black and white four-sided banner]
Kamos Style:

For some decades, the Kamos Academy of Martial Arts was much sought after by young warriors who, admiring the reputation of the Kicker of Queens, wanted to learn how to hurt people with their bare hands. The academy was long destroyed, but the thousands of members it had during its golden age managed to preserve its valuable techniques from complete extinction. Scattered around Pendor, a few masters still teach Kamos’ style.

This fighting school consists in use of hand, foot and grappling techniques against heavily armored opponents. The training is so intense, that the fighters have to neglect their other skills – thus having a hard time using regular weapons.


(Req's Martial Arts trait)
*. Each one of these traits gives a cumulative -1 to the PC’s base Skill with all weapons.
Iron fists: Unarmed attacks cause 1 WP damage.
Pulverize: Attacks twice.
Pressure points: -3 Skill penalty, may attempt a knockout with a single strike.
Disarm: Instead of causing damage, disarms the opponent upon successful hit.
_______________
[SYMBOL: a black hook on red earth and blue sky.]
Way of the Scorpion:

A unique style only established a few years ago in the D'Shar Steppes. The fighters use fluent motions to evade the most common attack directions, if hit however their movement is disrupted and they are more vulnerable to attacks for a few seconds. The attacks lack the force of other attacks so fighting against heavy armored enemies is harder as the blows sometimes can't penetrate the metal.

(Req's Master of Spear)
Weave of the Needle: Opponent attacks at -3 Skill. Cannot attack while active.
Weave of the Point: +1 Speed permanently.
Weave of the Stave: for -1 Skill the spear does +1WP damage.
Weave of the Scorpion: Grants one additional attack per round at -1 Skill.
Weave of the Sand: The character cannot be flanked.
Weave of the Rock: -2 Skill against heavy armors; +1 Skill against everyone else.
Dodge: reroll a failed defense.
_______________
[SYMBOL: A green V on a golden round shield]
Vatra School:
(Req's Master of Axe)
Olaf's Rending Blow: for -2 Speed, the axe does +1WP damage.
Igor's Ire: +1 WP for the battle. If the character goes down to just this WP, a healer is required to wake them from berserker coma.
Felix's Fury: +1 Speed with axes.
_______________
Archery
(Req's Master of the Bow)
Snapshot: Grants an extra attack at -2 Skill
Precise Shot: ignores shield reroll feature.
Arrow Fencing: May use arrows as a melee weapon (so does not need to switch weapons)
_______________
Crossbows
(req's Master of Crossbow)
Overtaught: Crossbow ignores shields.
Marksman: +1 Skill.
Hurried Shot: May fire every round at -2 Skill.
_______________
Throwing
(req's Master of Throwing)
Whip shot: -4 Skill Bounces blade from one target to another (hits 2 targets)
Ricochet: -4 Skill Able to throw blade around corners.
Trick Shot: Can use the knife to impress or intimidate an NPC
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Aelos
Pegasus Knight
Aelos


Posts : 97
Join date : 2014-03-31

Rules and Character Creation Empty
PostSubject: Re: Rules and Character Creation   Rules and Character Creation EmptyMon Mar 31, 2014 3:30 am

Magic

Since we have varying tastes for the levels of magic present in the RP, we've concluded that any use of magic will require direct GM approval in each instance.  Magic is a part of Pendor, with divine intervention, the Noldor, Snake Cult, etc.  That said, many of us have expressed a preference for a more realistic fantasy.  Hence the policy.  

A key part is that it is required in each instance. Getting approval for fireballs out the eyes (and bolts of lightning out somewhere else...) would need to happen each time... it isn't a blank check for future use. Largely this is to help avoid any miscommunications about what magic ability has been approved and the extent of it, but it is also to help ensure we don't go overboard with frequency at any point.
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PostSubject: Re: Rules and Character Creation   Rules and Character Creation Empty

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