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Dagrike


L. Marcus

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I plan to keep this thread as a store for my musings on my home-brew fantasy campaign. 125+50 point characters, on the low end of High Fantasy -- common low-powered magic (5-10active points), rare (to the average inhabitants) high-powered magic.

 

As always, comments and suggestions are welcome.

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Magic

 

Just about anyone can learn to cast minor spells, and they come in a variety of traditions. In Dagrike, Knot Magic is the most common -- it produces minor effects, like Skill bonuses, Skill Levels, and minor Characteristics boosts. Depending on the effect, max AP would be up to ten points, and Requires a Knot Magic Skill Roll, Extra Time (full phase), and OIF (knotting material of opportunity [a blade of grass would suffice]).

 

For a character to learn more powerful magic, the Perk Mage Sight is needed. For the most part, it's an ability that someone is born with and cannot be acquired later in life (the Spirit Warriors of the north are an exception). Mage Sight is bought as Detect Magic and Sense (seven points), and can be further modified as the Mage gains experience with the Adders Discriminatory, Range, Targeting, and Increased Arc of Perception, in no particular order. Mage Sight detects both magical effects as well as spiritual effects (like spirits that are Invisible to Sight Group), as the two are essentially one and the same. About one Human in ten thousand is born with Mage Sight, while every Elf has it.

 

Mages are taught in different traditions, of which each has its own governing Power Skill. The most high-profile and spectacular tradition is Wizardry, which concerns itself with elemental magic -- earth, water, air, and fire. Mages Spells are bought as Multipowers with flexible slots, with the Power Pool equal to fifteen times (Skill value - 10) -- so someone with Wizardry Skill 13- can have a 45 Point Multipower. When a Spell is first learned, it comes with the Limitations Requires Skill Roll (-1 per 20 Active Points, also taken for the Multipower), OAF (a staff, for the Wizard), Gestures, Incantations, Concentration (½ DCV), and Extra Time (full phase); all of these except the RSR can be bought off.

 

Then there are the Instruments -- holy men and women granted powers by the gods to protect the world and its inhabitants from Those Beyond and their influence, as well as everyday malevolence. Their powers are mainly focused on protection, healing, and inspiration, and are bought as Variable Power Pools. The powers in the Pool can be changed after an hour's meditation and prayer in a place dedicated to the gods -- a shrine suffices (a -1/2 Limitation on the Pool's Control cost). Incantations, Gestures, Concentration (½ DCV), and Extra Time (full phase) are appropriate Limitations.

 

Extra Endurance can be bought to power magic, with the Limitation Magic Only (-1/4); Mages can buy it through a Focus as well -- Wizards prefer their staffs for this.

 

Edited because formatting.

Edited by L. Marcus
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Re: Dagrike

 

For the Knot magic I would simply use Resource Pools. Everybody has a 5-10 point Magic Pool for free. (or maybe only 5 for free, those who can do more have to pay for it).

 

When you put the mage sight into the Mental Group, it should work as you envision it:

It has Range (Mental group), Normal Arc of Perception (Detect) and Sense (bought).

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  • 2 years later...

Anyhoo, a sample character:

 

Alva the Spearmaiden
 
 
Val Char Cost Roll Notes
 
15 STR 5 12- Lift: 200 kg; HTH Damage: 3d6 [3] 
13 DEX 6 12-
13 CON 3 12- 
13 INT 3 12- PER Roll: 12-
13 EGO 3 12- 
15 PRE 5 12- PRE Attack: 3d6
 
5 PD 3
5 ED 3
3 SPD 10 Phases: 4, 8, 12
7 REC 3
50 END 6
30 STUN 5
12 BODY 2
5 OCV 10
5 DCV 10
3 OMCV 0
4 DMCV 3
 
Total Characteristics Cost: 80
 
 
Cost Abilities [END Cost]
 
3 Long Legs: Running +3 m (15 m total) [1]
1 Long Legs: Leaping +2 m (6 m total) [1]
 
1 Membership: The Spearmaidens
1 Perk: Instructor
 
6 Amazonian Beauty: Striking Appearance +2/+2d6
 
MA: Spearmaiden's Dance (used with Polearms)
Maneuver Phs OCV DCV Effect
5 Jab ½ +1 +3 Wpn Strike
4 Thrust ½ +0 +2 Wpn +2 DC Strike
4 Block ½ +2 +2 Block, Abort
3 Legsweep ½ +2 -1 Wpn +1 DC Strike, Target Falls
4 Disarm ½ -1 +1 Disarm, +10 STR for roll
1 Weapon Element: Staffs
 
 
0 TF: Equines; Carts
5 WF: Common Melee Weapons; Common Ranged Weapons; Staffs
0 Language: Nerkian (native, literate)
 
20 CSL: +1 w. All Combat; +1 w. Spearmaiden's Dance; +1 w. Common Melee Weapons
 
3 Acrobatics 12-
3 Breakfall 12-
3 Riding 12-
3 Teamwork 12-
 
2 Animal Handler: Equines 12-
3 Charm 12-
3 Courtier 12-
3 Oratory 12-
3 Persuasion 12-
 
3 Healing 12-
3 Instructor 12-
2 Survival: Temperate Forest 12-
 
3 KS: Spearmaiden's Dance 12-
 
Total Abilities Cost: 95
 
 
Total Characret Cost: 175
 
 
125+ Complications
 
20 PsychCom: Code of the Spearmaidens (common, total)
10 SocCom: Subject to Orders (infrequent, major)
5 Rivalry: Other warrior fraternities/sororities (professional, as powerful, aware, outdo)
15 Hunted: Baron Runulf (more powerful, non-combat influence, limited area, harshly punish, infrequent)
Born as the fourth child of a horse breeder, Alva was always an unruly and impatient child. She ran away from home at the age of fourteen, after one beating too many and an arranged marriage that she found outrageous -- her prospective husband, a friend of her father, was almost fifty years old. Alva made a living as a horse wrangler, using the skills she learned growing up.
 
One day she was set upon by a gang of thugs, and only escaped with the help of a passing Spearmaiden who gave the louts a damn good thrashing with a walking staff. Shaken, Alva vowed that that was the last time anyone would take advantage of her, and started following the Shieldmaiden, Gunn, around, until Gunn was exasperated enough to accept Alva as pupil.
 
Now, at twenty-two years of age, Alva is an accredited Instructor in the Spearmaiden's signature martial art, the Dance. She will take no challenge to her skill lying down. This has bought her a powerful enemy: the baron Runulf of Birford, a patron and student of the Fellowship of Holy Eabert, whom she beat rather soundly and publicly in a duel at a tourney.
 
Taller and stronger than most men, with what could be described conservatively as favorable looks, she has never lacked for suitors. But as a Spearmaiden, she has sworn off all carnal liaisons. Friendly and outgoing, she has gotten used to letting men -- and a few women -- down easy.
 
Alva is virtually never without arm's reach of her spear. When expecting trouble, Alva also arms herself with a short sword and a dagger, a kite shield, a kettle helmet, and a brigandine byrnie with vambrances and greaves. When fighting one on one, she uses her spear two-handed, unless she thinks the opponent is much better than her, in which case she uses the shield.
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  • 7 months later...

Another character: Knight-Brother Wulff

 

Knight-Brother Wulff




Val Char Cost Roll Notes


15 STR 5 12- Lift: 200 kg; HTH Damage: 3d6 [3]
13 DEX 6 12- 
13 CON 3 12- 
13 INT 3 12- PER Roll: 12-
13 EGO 3 12- 
13 PRE 3 12- PRE Attack: 2d6


5 PD 3 rPD: 0 (total PD: 5)
5 ED 3 rED: 0 (total ED: 5)
3 SPD 10 Phases: 4, 8, 12
7 REC 3
45 END 5
30 STUN 5
12 BODY 2
5 OCV 10
5 DCV 10
3 OMCV 0
3 DMCV 0


Total Characteristics Cost: 74




Cost Abilities [END Cost]


1 Knight
3 Knight-Brother of the Order Of The Radiant Sun


2 Off-Hand Defense


5 WF: Common Melee; Common Missile; Lance
0 TF: Equines; Skis*
10 Defense Maneuver I-IV
5 Two-Weapon Fighting; HTH Only (-1)


0 Language: Jungmal* (idiomatic, native, literate)


MA: Sun-Blade's Method (used with Blades)
Maneuver Phase OCV DCV Effect
5 Defensive Strike ½ +1 +3 Wpn Strike
4 Martial Block ½ +2 +2 Block, Abort
4 Martial Disarm ½ -1 +1 Disarm, STR 25
4 Martial Strike ½ +0 +2 Wpn +2DC Strike


24 CSL: +1 w. All HTH Combat; +2 w. Sun-Blade's Method; +3 OCV w. Lance
3 PSL: +2 vs. Mounted Combat w. All Combat; HTH Only (-1)


1 Acrobatics 8-
0 Acting* 8-
1 Breakfall 8-
0 Climbing* 8-
0 Concealment* 8-
3 Courtier 12-
1 Cryptography 8-
0 Deduction* 8-
3 Fast Draw: Blades 12-
3 Healing 12-
3 Instructor 12-
1 Interrogation 8-
0 Persuasion* 8-
5 Riding 13-
0 Shadowing* 8-
0 Stealth* 8-
1 Survival: Temperate Forests 8-
3 Tactics 12-
3 Teamwork 12-


0 AK: Dagrike* 8-
3 KS: Sun-Blade's Method 12-
0 PS: Play Kongstavel* 11-


* = Everyman Skill


Total Abilities Cost: 101


Total Character Cost: 175


125+ Complications


25 PsychCom: Code Of Conduct (very common, total)
15 SocCom: Subject To Orders (frequent, major)
10 Hunted: Rival Orders (as powerful, NCI, infrequent, mildly punish)


Total Character Points: 175
 

As the youngest child of a landed knight, Wulff joined the Order of the Radiant Sun's martial branch as a squire when he was fourteen. He is a veteran of almost twenty years now, and is one of the order's leading instructors in both the sword and the lance. His latest mission, given to him by the Grandmaster himself, is as a instructor in arms and general martial ways to a son of a major noble in the Luthian League. This mission took an unexpected turn when the city's duke unexpectedly died, and in the upheaval the safety of the youth in his care made it necessary to leave the city, under the guise of a warrior's tour of Dagrike.

 

As befits an officer of the Sun-Blades, Wulff is an sober man, almost austere, with a stoic disposition. Very seldom has he given a greater reaction than a pursed mouth and a frown, and people say he smiles once a decade. For his part, he follows the code of his order to the letter, if circumstances allow, but for those who have not taken the vows he gives considerable leeway. 

 

When fighting, Wulff prefers the horseback. He wields a bastard sword and shield when he has no lance, and if he has no shield he uses a short sword in his left hand. He is not as fast as he once was, but his experience makes him a formidable fighter even against superior numbers.

 

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Another one: Ander the Sellsword. He's got that PSL Vs. Firing Defensively from the other thread. Poor guy has a lot of Issues (all his Complications are Psychological :)). NuSoard, don't look too closely at his characteristics. ^^

 

Ander the Sellsword




Val Char Cost Roll Notes


13 STR 3 Lift: 150 kg; HTH Damage: 2½d6 [3]
13 DEX 3 
13 CON 3 
13 INT 3 PER Roll: X-
10 EGO 0 
13 PRE 3 PRE Attack: 2½d6


6 PD 4 rPD: 0 (total PD: 6)
6 ED 4 rED: 0 (total ED: 6)
3 SPD 10 Phases: 4, 8, 12
8 REC 4
50 END 6
30 STUN 5
12 BODY 2
6 OCV 15
6 DCV 15
3 OMCV 3
3 DMCV 3


Total Characteristics Cost: 86




Cost Abilities [END Cost]


3 Lightning Reflexes: +3 DEX w. All Actions


4 WF: Common Melee; Common Missile
1 TF: Equines; Rowboats; Skis*


17 CSL: +1 w. All Attacks; +2 OCV w. Bows ; +1 w. Swords
8 PSL: +4 OCV vs. Firing Defensively w. Bows
6 PSL: +2 OCV vs. Mounted w. All Combat
4 PSL: +2 OCV vs. Range w. Bows


3 Acrobatics 12-
0 Acting* 8-
1 Animal Handler: Equines 8-
3 Climbing 12-
3 Concealment 12-
0 Conversation* 8-
0 Deduction* 8-
3 Fast Draw: Bows 12-
3 Gambling: Dice Games 12-
3 Healing 12-
3 Interrogation 12-
2 Navigation: Land 12-
0 Persuasion* 8-
3 Riding 12-
0 Shadowing* 8-
3 Stealth 12-
3 Streetwise 12-
2 Survival: Temperate Forests 12-
1 Tactics 8-
3 Teamwork 12-
3 Tracking 12-




2 AK: Dagrike 11-
0 AK: Luthian League* 8-
2 KS: Dagrike Brigands 11-
0 Language: Jungmal* (idiomatic, native, literate)
0 PS: Singing* 11-


* = Everyman Skill


Total Abilities Cost: 89


Total Character Cost: 175


125+ Complications


20 PsychComp: Impulsive (very common, strong)
15 PsychComp: Honorable (common, strong)
10 PsychComp: Gambler (uncommon, strong)


Total Character Points: 175

Always having been a restless soul, Ander ran away from home at age thirteen to explore the world. Lured by the glamour of the soldier's life, he joined the then newly-formed Queen's Outriders. He spent ten years with that celebrated regiment, but after this term was up he declined to re-enlist, finding even their lax discipline too much for him. Nowadays, swiftly approaching thirty, he earns his bread as a caravan guard or bodyguard, enjoying the life on the road.

 

Of average height and build, with a mop of unruly, fair hair and a chin that doesn't really have a beard but never seems to ever be clean-shaven. Quick to both anger and laughter, he tends to be ruled by his impulses. Loyalty is very important to him, and would never abandon a friend in need or a innocent in need of defending (even if he would really appreciate to be reimbursed in the latter case).

 

A good horseman and a better shot; he prefers his hornbow, but is no slouch with the sword. 

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Here's the sneak: Hanna the Handmaiden

Hanna

Val Char Cost Roll Notes

10 STR 0 11- Lift: 100 kg; HTH Damage: 2d6 [2]
13 DEX 6 12- 
13 CON 3 12- 
18 INT 8 13- PER Roll: 13-
15 EGO 5 12- 
10 PRE 0 11- PRE Attack: 2d6

5 PD 3 rPD: 0 (total PD: 5)
5 ED 3 rED: 0 (total ED: 5)
3 SPD 10 Phases: 4, 8, 12
7 REC 3
40 END 4
36 STUN 3
11 BODY 1
5 OCV 10
5 DCV 10
3 OMCV 0
4 DMCV 3

Total Characteristics Cost: 72


Cost Abilities [END Cost]

9 Contact: House Rauking Spy Network (8-, useful resources, significant own contacts, organization)

3 WF: Blades; Thrown Axes, Knives, and Darts; Slings
0 TF: Equines; Rowboats*

5 CLS: +1 w. shortswords and knives; +1 OCV w. Slings
8 SL: +2 w. Spy Skills

3 Acrobatics 12-
3 Acting 11-
3 Analyze: Security Measures 13-
3 Breakfall 12-
3 Bribery 11-
3 Climbing 12-
3 Concealment 13-
1 Contortionist 8-
3 Conversation 11-
3 Cryprography 13-
2 Deduction 10-
3 Disguise 13-
2 Forgery: Documents 13-
1 Gambling: Dice Games (craps) 13-
3 Courtier 11-
1 Interrogation 8-
2 Lipreading 10-
3 Lockpicking 12-
2 Mimicry 10-
3 Healing 13-
3 Persuasion 11-
1 Riding 8-
3 Security Systems 13-
3 Shadowing 13-
3 Sleight Of Hand 12-
3 Stealth 12-
3 Streetwise 11-
1 Tracking 8-
2 Ventriloquism 10-

1 Language: Jungmal* (imitate dialects, native, literate)
0 AK: Luthian League* 8-
2 KS: Luthian League Nobility 11-
0 PS: Servant* 11-
3 PS: Spy 13-

Total Abilities Cost: 103

Total Character Cost: 175


125+ Complications

20 PsychComp: Fiercely loyal to House Rauking (common, total)
20 SocComp: Spy (frequent, severe)
10 SocComp: Subject To Order (infrequent, major)

Total Character Points: 175

Hanna has been in the service of the Raukings for as long as she remembers, and they've always been good to her. Her father was a burglar who got caught during a break-in at the Rauking manor, but instead of turning him over to the militia he was retained as an intelligence agent. Hanna was trained in the same shady field, and carried on the field work after her father was caught and killed by a rival House. Her cover/day job is as a handmaiden to Henrek af Rauking, younger son to Lord Rauking, and she follows him on his warrior's tour of Dagrike to watch his back. In addition, she has other tasks entrusted to her, that the young lord knows nothing of.

 

Aged about 25, of plain looks, a shade shorter than average and of sinewy build. Brown hair, cut at the neck. Has an attentive, guarded demeanor. Very devoted to her patrons, especially Henrek, on whom she has developed a bit of a crush.

 

Not a dedicated fighter, she does have some skill with shorter blades and the sling.

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