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Paladins, take 2


teh bunneh

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Thanks to mayapuppies' paladins thread a few weeks ago, I've been inspired to do a little work on my world's holy warriors (note to self: rep mayapuppies for the inspiration). Roughly, my concept is that most of my world's pantheons have warriors dedicated to the highest principles of their faith, and that dedication grants them special abilities. Each holy warrior's powers are specific to the principles of their god(s), but there's a fair amount of overlap between their powers (since the powers are all divine in nature).

 

Anyhow, I thought I'd post my ideas up here for people to comment on or steal. :)

 

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Holy Warriors

Holy warriors are brave men and women who do battle in the name of the gods. Trained in the arts of war, they have been given powers by the gods in order to fight against evil in all its forms. Holy warriors are neither priests nor fighters, though they may combine aspects of both. They are the front-line defenders of the faith. They epitomize that which the gods favor, be that strength, passion, honor, or some other noble calling. They are more pious and devoted than ordinary worshippers; indeed, they have dedicated their entire lives to a higher calling.

 

Not all gods have holy warriors in their service. Those that do include the Trinity, Adrom and the Mother of the Druidic faith, Tribune of the Cold Gods, the Elvish Pantheon, and the Dwarvish Pantheon. Each god or pantheon grants her followers different abilities, based on the god’s portfolio and dogma. Holy warriors are generally given formal training in a temple or monestary, but oftentimes they are ordinary people who are "called" by the gods to serve.

 

Holy warriors tend to think of themselves as the bulwark of civilization, standing up against a tide of evil and protecting those unable to protect themselves. Sometimes, they serve on the frontlines in the army of some noble king or high priest; other times, they protect pilgrims crossing dangerous lands, or defend temples against thieves and heretics. Frequently, they are sent on quests to further their god’s causes. And often, a holy warrior takes on a personal quest, which she sees as an opportunity to demonstrate bravery, to develop martial skills, to learn tactics, and to find ways to do good.

 

A holy warrior must select a god to follow; this will determine what her skills and powers will be. Once her faith has been selected, a holy warrior may not choose to worship a different god. Doing so will cause all of her holy warrior powers to be stripped from her. Holy warriors are as likely to be male as female.

 

Holy warriors may all select spells as an option path. Spell casting requires the holy warrior to take the Faith skill. All holy warriors also have the Defender of the Faith option path, which allows them to smite the foes of their faith.

 

The types of holy warriors are:

Custodiae: Servants of the Elvish gods, these holy warriors defend the sacred places of their people.

Feisenkrieger: Dwarves who have dedicated their lives to service to the gods. Feisenkrieger are the bulwark of Dwarvish society and strive to epitomize all the virtues of their people.

Judges: Servants of the Tribune, these holy warriors roam the Uruk Mountains in search of those who defy the law.

Oglach: Holy warriors in the service of the Mother, they attempt to spread compassion and understanding across the land.

Paladins: Powerful servants of the Trinity, Paladins seek to emulate the greatest hero of all ages by destroying evil and helping the helpless.

Wardens: The greatest hunters in the world, the Wardens serve Adrom and do his will throughout the wilderness.

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Re: Paladins, take 2

 

Custodiae

The Custodiae ("Guardians") are servants of the Elvish gods, holy warriors who are tasked to defend the sacred places of their people. The highest calling of a Custodiae is to defend the innocent, and they can often be found fighting on the front lines against those who would try to invade or despoil the Elves' sacred lands. Though the Custodiae honor all the Elvish gods, they hold highest in their hearts Pallas Areia, the goddess of protection, wisdom, and victory. It is said that Pallas Areia taught the art of warcraft to her earliest followers, and they in turn founded the order of the Custodiae. The Custodiae are among the most honored and admired Elves, and they are accorded much respect wherever they may travel.

 

There is only one place where Custodiae are trained, and that is the Tree of Life, hidden deep within the forests of Pasion. The Custodiae 's most sacred task is to defend the tree and those who tend it, and there are always at least 50 Custodiae on guard here. Young Elves are instructed in the mysteries of the order, and when their training is complete they are sent out into the world to hone their skills. They may roam the world, battling evil in all its forms, for years, decades, or even centuries, but eventually almost all of them feel compelled to return and take up the sacred duty of guarding the celestial tree.

 

Elves take the oaths of the Custodiae quite seriously. Once an Elf makes her bond, she will not break it; to do so is a great dishonor and will incur the wrath of the gods. Only Elves may join the Custodiae, though they welcome into their ranks every type of Elf.

 

Custodiae Package Deal

4 Combat Expert: WF: Common Melee, Common Missile

3 Weapons Master: +1 CV with One Weapon Group

2 Weapon Expert: +1 CV with Favorite Weapon

2 Religious Training: KS: The Elvish Pantheon 11-

2 Defender of the Homelands: Survival (Choose one Climate Type)

4 Holy Warrior Privileges: Perk: Custodiae

3 Luck of the Elves: Luck x1; Only When Serving Pallas Areia's Purposes (-½)

2 Most Beloved of the Elves: Reputation: Hero Among Elves (among the Elves) 11-, +1/+1d6

18 Skills (Choose six): Breakfall, Climbing, Concealment, Conversation, Faith, High Society, Language (Fluent with Accent), Navigation, Oratory, Paramedics, Riding, Stealth, Tactics, Bump of Direction, +1 Perception

-20 Custodiae's Code: Psychological Limitation: Code of Honor (Common, Total)

20 Total Cost of Package

 

Option Paths

A spell casting Custodiae may choose spells from three spheres — Guardian, Healing, and War.

 

Divine Magic Option Path

13 Orisons: VPP (10 Base + 3 Control Cost; Change Powers as a 0-phase Action (+1); Gestures (-¼), Incantations (-¼), Requires a Faith Roll (-½), Limited Range (10"; -¼), Costs END (-¼), Only When Serving Pallas Areia's Purposes (-½)

+11 First Book Spells: Multipower (20-point Reserve); Gestures (-¼), Incantations (-¼), OAF (-1), Requires a Faith Roll (-½), Only When Serving Pallas Areia's Purposes (-½), plus five Spells

+4 Second Book Spells: Multipower (30-point Reserve); Gestures (-¼), Incantations (-¼), OAF (-1), Requires a Faith Roll (-½), Only When Serving Pallas Areia's Purposes (-½), plus three Spells

+5 Third Book Spells: Multipower (40-point Reserve); Gestures (-¼), Incantations (-¼), OAF (-1), Requires a Faith Roll (-½), Only When Serving Pallas Areia's Purposes (-½), plus three Spells

 

Defender of the Faith Options

13 Smite Evil: Find Weakness 11- with All Melee Weapons (20 Active Points); Only When Serving Pallas Areia's Purposes (-½)

+7 Smite Evil: Find Weakness 13- with All Melee Weapons (30 Active Points); Only When Serving Pallas Areia's Purposes (-½)

+7 Smite Evil: Find Weakness 15- with All Melee Weapons (40 Active Points); Only When Serving Pallas Areia's Purposes (-½)

22 Call Mount: Animal Follower of 75 Points +75 Disadvantages (15 Active Points) plus Mind Link, Animal class of minds, with Mount, No LOS Needed, Psychic Bond (20 Active Points); Feedback STUN and BODY (-2)

 

Favored of Pallas Areia Path

+4 Luck of the Elves: Luck x2; Only When Serving Pallas Areia's Purposes (-½)

+3 Luck of the Elves: Luck x3; Only When Serving Pallas Areia's Purposes (-½)

 

Keen Elven Senses Option Path

17 Never Caught Flat-Footed: Danger Sense (self only, in combat, Function as a Sense) 11-

+5 Never Surprised: Danger Sense (self only, out of combat, Function as a Sense) 11-

 

Elvish Warrior Options

3 Woodland Stride: Environmental Movement (No Penalties in Heavy Brush)

3 Trackless Step: Gliding 6" (6 Active Points); Ground Gliding (-¼); Requires a Tracking Roll (-½)

10 Peerless Camouflage: Invisibility to Sight and Hearing Groups (25 Active Points); Chameleon (-½), Only When Not Attacking (-½), Requires A Concealment Roll (-½)

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Re: Paladins, take 2

 

Here's the second holy warrior package -- the lawgivers of the Uruk Mountains (roughly equivalent to the Slavic or Russian countries) known as the Judges!

 

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Judge

The three-aspect god known as Tribune of the Cold Gods counts holy warriors among its followers. They are known as Judges (or "Sudita" in the local language), and they are champions of justice and law and are tireless in seeking it. They are seen as cold and humorless warriors, and their opinions are highly sought-after and rarely questioned. As with all holy warriors, a Judge's code of conduct is strict and absolute. If she dares to deviate from it, she risks losing all of her gods-given special abilities.

 

Judges seldom stay in any one place for long. They roam their homelands seeking injustices to right and criminals to punish. A Judge is an implacable foe, one who will track the wicked to the ends of the earth to make sure they receive their just desserts. Even kings fear falling under the unwavering gaze of a Judge. No evil deed ever escapes their sight, and they are rightly feared and respected for their single-minded devotion to their cause.

 

Judges are almost always trained by another, more experienced Judge. There are few temples or monasteries among their high mountain homes that have the capacity to train one of these holy warriors. Almost all Judges are from one of the Uruk states, and they are seldom found outside these mountains unless they are on some quest or tracking someone who has tried to escape the long arm of their justice.

 

Judge Package Deal

4 Combat Expert: WF: Common Melee, Common Missile

3 Weapons Master: +1 CV with One Weapon Group

2 Weapon Expert: +1 CV with Favorite Weapon

2 Religious Training: KS: The Tribune 11-

2 Legal Expert: KS: Law 11-

3 Hunter: Tracking

4 Holy Warrior Privileges: Perk: Judge

2 Their Opinion Is Always Respected: Reputation: Fair & Impartial Judge (among the Uruk people) 11-, +1/+1d6

3 Balance the Scales: Luck x1; Only When Serving Tribune's Purposes (-½)

15 Skills (Choose five): Breakfall, Climbing, Concealment, Conversation, Faith, Language (Fluent with Accent), Navigation, Oratory, Paramedics, Riding, Shadowing, Stealth, Tactics, +1 Perception

-20 Judge's Code: Psychological Limitation: Code of Honor (Common, Total)

20 Total Cost of Package

 

Option Paths

Judges gain special abilities that allow them to more effectively bring the guilty to justice. They can force unwilling witnesses to tell the truth, they can track without flaw, and they can go for days without food or sleep if necessary. A spellcasting Judge may choose spells from three spheres —Healing, War and Wisdom.

 

Divine Magic Option Path

13 Orisons: VPP (10 Base + 3 Control Cost; Change Powers as a 0-phase Action (+1); Gestures (-¼), Incantations (-¼), Requires a Faith Roll (-½), Limited Range (10"; -¼), Costs END (-¼), Only When Serving Tribune's Purposes (-½)

+11 First Book Spells: Multipower (20-point Reserve); Gestures (-¼), Incantations (-¼), OAF (-1), Requires a Faith Roll (-½), Only When Serving Tribune's Purposes (-½), plus five Spells

+4 Second Book Spells: Multipower (30-point Reserve); Gestures (-¼), Incantations (-¼), OAF (-1), Requires a Faith Roll (-½), Only When Serving Tribune's Purposes (-½), plus three Spells

+5 Third Book Spells: Multipower (40-point Reserve); Gestures (-¼), Incantations (-¼), OAF (-1), Requires a Faith Roll (-½), Only When Serving Tribune's Purposes (-½), plus three Spells

 

Defender of the Faith Options

13 Smite Evil: Find Weakness 11- with All Melee Weapons (20 Active Points); Only When Serving Tribune's Purposes (-½)

+7 Smite Evil: Find Weakness 13- with All Melee Weapons (30 Active Points); Only When Serving Tribune's Purposes (-½)

+7 Smite Evil: Find Weakness 15- with All Melee Weapons (40 Active Points); Only When Serving Tribune's Purposes (-½)

22 Call Mount: Animal Follower of 75 Points +75 Disadvantages (15 Active Points) plus Mind Link, Animal class of minds, with Mount, No LOS Needed, Psychic Bond (20 Active Points); Feedback STUN and BODY (-2)

 

Implacable Foe Options

1 Relentless: Life Support (Eating: Character only has to eat once per week; Sleeping: Character only has to sleep 8 hours per week)

9 Eyes of Truth: Spatial Awareness (Unusual Group) (22 Active Points); Incantations (Requires Incantations throughout; -½); Costs Endurance (-½), Only When Serving Tribune's Purposes (-½)

18 Flawless Hunter: Retrocognitive Clairsentience (Sight Group), Tracking (45 Active Points); Retrocognition Only (-1), Requires A Tracking Roll (-½)

22 Detect Danger: Danger Sense (self only, out of combat, Function as a Sense) 11-

 

Truthfinder Options

8 Do Not Lie To Me: Mind Control 6d6 (30 Active Points); Only When Serving Tribune's Purposes (-1/2), Eye Contact Required (-1/2), Set Effect: Do Not Lie (-1/2), Requires A PRE Roll (-1/2), Does Not Provide Mental Awareness (-1/4), Incantations (-1/4)

+3 Do Not Lie To Me: Mind Control 8d6 (40 Active Points); Only When Serving Tribune's Purposes (-1/2), Eye Contact Required (-1/2), Set Effect: Do Not Lie (-1/2), Requires A PRE Roll (-1/2), Does Not Provide Mental Awareness (-1/4), Incantations (-1/4)

+3 Do Not Lie To Me: Mind Control 10d6 (50 Active Points); Only When Serving Tribune's Purposes (-1/2), Eye Contact Required (-1/2), Set Effect: Do Not Lie (-1/2), Requires A PRE Roll (-1/2), Does Not Provide Mental Awareness (-1/4), Incantations (-1/4)

6 Augury: Clairsentience (Sight Group), Precognition (40 Active Points); Precognition Only (-1), Time Modifiers (-½), Vague and Unclear (-½), Gestures (-¼), Incantations (-¼), Concentration, Must Concentrate throughout (0 DCV; -1), Extra Time (5 Minutes; -2), Only When Serving Tribune's Purposes (-½)

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Re: Paladins, take 2

 

One more for the week... Thanks to Amadan for the idea behind this one. :thumbup:

 

Einherjar

A mysterious order of holy warriors found to the north, Einherjar literally means "One who has died." According to Northman mythology, Einherjar are the spirits of the fallen warriors who inhabit Valhalla. The order of the Einherjar are holy warriors who have chosen this name to indicate their separation from the world. They are fierce combatants who have sworn powerful oaths to stand against evil, and are considered "slain" upon taking their vows. They completely abandon all ties to the world, assume a new name, and take up arms against the evils that trouble mankind. Einherjar are the servants of Tyr, god of justice, courage, and warfare – just as Tyr leads the armies of Valhalla, so to do the Einherjar follow his teachings on earth.

 

Einherjar are generally trained in one of the temples of Tyr found throughout Valorsheim and Boresheim. They forever wander the earth, sometimes alone and sometimes with groups of like-minded adventurers, testing their skills against all manner of adversity. Einherjar are regarded with superstitious dread throughout the northlands, as they are thought to be dead men walking. Despite this widespread belief, they are defenders of the people and will gladly risk their lives to help the innocent and defenseless.

 

Einherjar Package Deal

4 Combat Expert: WF: Common Melee, Common Missile

3 Weapons Master: +1 CV with One Weapon Group

2 Weapon Expert: +1 CV with Favorite Weapon

2 Religious Training: KS: The Aesir 11-

2 Defender of the Homelands: Survival (Arctic/Subarctic, Mountain, or Underground)

3 Hunter: Tracking

4 Holy Warrior Privileges: Perk: Einherjar

2 Hero of the People: Reputation: Fearsome Warriors (among Northmen) 11-, +1/+1d6

18 Skills (Choose six): Animal Handler, Breakfall, Climbing, Conversation, Faith, High Society, KS: Law, Language (Fluent with Accent), Navigation, Oratory, Paramedics, Riding, Stealth, Tactics, +1 Perception

-20 Einherjar's Code: Psychological Limitation: Code of Honor (Common, Total)

20 Total Cost of Package

 

Option Paths

Einherjar rely on their strength of body and will, and an experienced holy warrior can walk naked through a blizzard or stand in the midst of a raging fire, go for days without food or sleep, and shrug off blows that would kill an ordinary man. Even more than this, sometimes the mere presence of an Einherjar will be enough to rally an army to snatch victory from the jaws of defeat, due to her courage and devotion. A spell casting Einherjar may choose spells from three spheres — Guardian, Healing, and War.

 

Divine Magic Option Path

13 Orisons: VPP (10 Base + 3 Control Cost; Change Powers as a 0-phase Action (+1); Gestures (-¼), Incantations (-¼), Requires a Faith Roll (-½), Limited Range (10"; -¼), Costs END (-¼), Only When Serving Tyr's Purposes (-½)

+11 First Book Spells: Multipower (20-point Reserve); Gestures (-¼), Incantations (-¼), OAF (-1), Requires a Faith Roll (-½), Only When Serving Tyr's Purposes (-½), plus five Spells

+4 Second Book Spells: Multipower (30-point Reserve); Gestures (-¼), Incantations (-¼), OAF (-1), Requires a Faith Roll (-½), Only When Serving Tyr's Purposes (-½), plus three Spells

+5 Third Book Spells: Multipower (40-point Reserve); Gestures (-¼), Incantations (-¼), OAF (-1), Requires a Faith Roll (-½), Only When Serving Tyr's Purposes (-½), plus three Spells

 

Defender of the Faith Options

13 Smite Evil: Find Weakness 11- with All Melee Weapons (20 Active Points); Only When Serving Tyr's Purposes (-½)

+7 Smite Evil: Find Weakness 13- with All Melee Weapons (30 Active Points); Only When Serving Tyr's Purposes (-½)

+7 Smite Evil: Find Weakness 15- with All Melee Weapons (40 Active Points); Only When Serving Tyr's Purposes (-½)

8 Rebuke Undead: +50 PRE (50 Active Points); Only to Make Presence Attacks (-1), Limited Effect (Fear Only; -½), Only Against Undead (-1); OAF (holy symbol; -1), Extra Time (Full Phase; -½), Only When Serving Tyr's Purposes (-½)

22 Call Mount: Animal Follower of 75 Points +75 Disadvantages (15 Active Points) plus Mind Link, Animal class of minds, with Mount, No LOS Needed, Psychic Bond (20 Active Points); Feedback STUN and BODY (-2)

 

Fortitude of the Fallen Options

10 Divine Health: Life Support (Immunity: All terrestrial diseases)

4 Immune to the Chill and the Flame: Life Support (Safe in Intense Cold, Safe in Intense Heat)

2 Relentless: Life Support (Eating: Character only has to eat once per week; Sleeping: Character only has to sleep 8 hours per week)

 

Hardy as the Rocks Option Path

1 Ironskin: Damage Resistance (1 PD/1 ED)

+2 Steelskin: Damage Resistance (+2 PD/+2 ED)

+2 Adamantskin: Damage Resistance (+2 PD/+2 ED)

 

Courageous Companion Options

7 Inspire Courage: Aid PRE 1d6, Usable Simultaneously (up to 8 people at once; +1 ½), Delayed Fade Rate (points return at a rate of 5 per minute; +¼) (22 Active Points); Only To Resist PRE Attacks and Drains (-1), Only When Serving Tyr's Purposes (-½), Requires An Oratory or Faith Roll (-½), Points Fade Instantly If Not Within Sight Of Einherjar (-¼)

+7 Inspire Courage: Aid PRE 2d6, Usable Simultaneously (up to 8 people at once; +1 ½), Delayed Fade Rate (points return at a rate of 5 per minute; +¼) (44 Active Points); Only To Resist PRE Attacks and Drains (-1), Only When Serving Tyr's Purposes (-½), Requires An Oratory or Faith Roll (-½), Points Fade Instantly If Not Within Sight Of Einherjar (-¼)

+7 Inspire Courage: Aid PRE 3d6, Usable Simultaneously (up to 8 people at once; +1 ½), Delayed Fade Rate (points return at a rate of 5 per minute; +¼) (67 Active Points); Only To Resist PRE Attacks and Drains (-1), Only When Serving Tyr's Purposes (-½), Requires An Oratory or Faith Roll (-½), Points Fade Instantly If Not Within Sight Of Einherjar (-¼)

+4 Inspire Courage: Aid PRE 3d6, Usable Simultaneously (up to 32 people at once; +1 ½), Delayed Fade Rate (points return at a rate of 5 per minute; +¼) (82 Active Points); Only To Resist PRE Attacks and Drains (-1), Only When Serving Tyr's Purposes (-½), Requires An Oratory or Faith Roll (-½), Points Fade Instantly If Not Within Sight Of Einherjar (-¼)

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Re: Paladins, take 2

 

Nice work there Bill.

With the exception of the special powers, my Eiherjar, Grimwald, would fit this package perfectly.

Not that he was lacking for special powers, mind you...

Runecrafting, the ability to sense evil magic, mystical strength when fighting the undead and the ability to interpret omens were his thing.

 

But undead hunting was his schtick... He was largely inspired by my reading Grettir's Saga.

He was also Hel-Blar... a draugar (the nasty norse undead version, not the black skinned D&D dark dwarves) had eaten his fate before he destroyed it.

 

5d6 unluck, Hunted (anything supernatural in the vicinity), and Distinctive Features (black skin... looks like terminal frostbite, causes extreme reaction... foks either mistook him for a wight, or knew that he was doomed, and that he wasn't safe to be around)

 

Anyone planning a Norse/Viking style campaign or session would do well to looking into the Norse undead... they are a LOT nastier than most RPG's give credit for. Major magic powerrs, more contagious than your average modern Zombie movie zombie... just nasty. I introduced him first into the campaign as an NPC when the players came upon an entire small mountain kingdom that had, in one winter, been undeadified.... only the fact that the mountains had become impassable kept the contagion from spreading.

 

Once again, very cool Bill... Great minds think alike and all...

:thumbup:

 

(p.s. I did, for the same campaign, a mortal version of Valkyries as warrior priestesses of Freya and Odin who would "choose the slain"... they were part of the rites that an Eiherjar enacted to assume the mantle of the walking dead, as well as inciting heros to death and glory on the battlefeild, and who had sedir powers related to both healing and death... being healed by one of the Valkyroi was often considered a mixed blessing... it meant that your performance on the feild of battle wasn't worthy of a valiant death... they saved you from Hel, but you'd be considered something less than you were till you could again prove your valor. This concept was also based on a conglomeration of a number of sources in my library... right now I have a stack of about a dozen books relating to Norse Myths and Paganism sitting next to my computer, and I didn't bother grabbing any of the full size hardbacks or poetic translations. I just wish I had an English to Old Norse/Old Norse to English dictonary. I get a lot of milage out of my Gaelic ones, of which I have 3)

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Re: Paladins, take 2

 

Here's the second holy warrior package -- the lawgivers of the Uruk Mountains (roughly equivalent to the Slavic or Russian countries) known as the Judges!

 

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Judge

 

This is very cool - I definitely want to snurch this for my Hand of Odin Truthsayers (read Bene Gesserit :) )

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Re: Paladins, take 2

 

One more holy warrior, for those of you keeping track at home. This one is for the Dwarves... :D

 

Eisenkrieger

Those Dwarves who have dedicated their lives to service to the gods are known as the Eisenkrieger ("Iron Warriors"). Eisenkrieger are the bulwark of Dwarvish society and strive to epitomize all the virtues of their people – hard work, dedication, loyalty, honor, and steadfastness. Even among this stoic people, there are not many who have the dedication and devotion to follow this path, but those that do are granted great powers and are given the highest honor by their people.

 

Eisenkrieger are trained by the Iron Warriors Clan in one of several temples found throughout the Dwarves' homeland of Retor. Like Dweommercraefters, Eisenkrieger abandon all ties to their previous life when they join the Holy Warriors – the Iron Warriors, in effect, are their own Clan, related by their unbreakable oaths rather than ties of blood. An Eisenkrieger who breaks her oaths loses access to her special abilities, and worse, is cast away from Dwarvish society forever.

 

Only Dwarves may become a part of the Eisenkrieger, though this Clan welcomes into its ranks every type of Dwarf.

 

Eisenkrieger Package Deal

4 Combat Expert: WF: Common Melee, Common Missile

3 Weapons Master: +1 CV with One Weapon Group

2 Weapon Expert: +1 CV with Favorite Weapon

2 Religious Training: KS: The Dwarvish Pantheon 11-

2 Keeper of the Traditions: KS: Dwarvish Customs and Law 11-

2 Defender of the Homelands: Survival (Arctic/Subarctic, Mountain, or Underground) 11-

4 Holy Warrior Privileges: Perk: Eisenkrieger

2 Hero of the People: Reputation: Great Hero (among Dwarves) 11-, +1/+1d6

10 Divine Health: Life Support (Immunity: All terrestrial diseases)

9 Skills (Choose three): Breakfall, Conversation, Faith, High Society, KS: Law, Language (Fluent with Accent), Oratory, Paramedics, Tactics, +1 Perception

-20 Eisenkrieger's Code: Psychological Limitation: Code of Honor (Common, Total)

20 Total Cost of Package

 

Option Paths

As defenders of their people's way of life, Eisenkrieger train to become tougher, stronger, and more resistant to injury than others. An Eisenkrieger, through her faith and force of will, can ignore the heat of a fire or the freezing chill of a blizzard, and can go for days without food or sleep. An Eisenkrieger's skin becomes like iron, allowing her to ignore even potentially lethal wounds, and an Eisenkrieger heals much more quickly than normal. A spell-casting Eisenkrieger may choose spells from three spheres — Guardian, Healing, and War.

 

Divine Magic Option Path

13 Orisons: VPP (10 Base + 3 Control Cost; Change Powers as a 0-phase Action (+1); Gestures (-¼), Incantations (-¼), Requires a Faith Roll (-½), Limited Range (10"; -¼), Costs END (-¼), Only When Serving The Dwarvish Pantheon's Purposes (-½)

+11 First Book Spells: Multipower (20-point Reserve); Gestures (-¼), Incantations (-¼), OAF (-1), Requires a Faith Roll (-½), Only When Serving The Dwarvish Pantheon's Purposes (-½), plus five Spells

+4 Second Book Spells: Multipower (30-point Reserve); Gestures (-¼), Incantations (-¼), OAF (-1), Requires a Faith Roll (-½), Only When Serving The Dwarvish Pantheon's Purposes (-½), plus three Spells

+5 Third Book Spells: Multipower (40-point Reserve); Gestures (-¼), Incantations (-¼), OAF (-1), Requires a Faith Roll (-½), Only When Serving The Dwarvish Pantheon's Purposes (-½), plus three Spells

 

Defender of the Faith Options

13 Smite Evil: Find Weakness 11- with All Melee Weapons (20 Active Points); Only When Serving The Dwarvish Pantheon's Purposes (-½)

+7 Smite Evil: Find Weakness 13- with All Melee Weapons (30 Active Points); Only When Serving The Dwarvish Pantheon's Purposes (-½)

+7 Smite Evil: Find Weakness 15- with All Melee Weapons (40 Active Points); Only When Serving The Dwarvish Pantheon's Purposes (-½)

8 Rebuke Undead: +50 PRE (50 Active Points); Only to Make Presence Attacks (-1), Limited Effect (Fear Only; -½), Only Against Undead (-1); OAF (holy symbol; -1), Extra Time (Full Phase; -½), Only When Serving The Dwarvish Pantheon's Purposes (-½)

22 Call Mount: Animal Follower of 75 Points +75 Disadvantages (15 Active Points) plus Mind Link, Animal class of minds, with Mount, No LOS Needed, Psychic Bond (20 Active Points); Feedback STUN and BODY (-2)

 

Iron Warrior Options

1 Relentless: Life Support (Sleeping: Character only has to sleep 8 hours per week)

1 Unremitting: Life Support (Eating: Character only has to eat once per week)

2 Unyielding: Life Support (Safe in Intense Cold)

2 Uncompromising: Life Support (Safe in Intense Heat)

 

Amazing Recuperative Option Path

5 Recuperation: Healing 1 BODY, Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Extra Time (Regeneration-Only) 6 Hours (-2 ½), Self Only (-½)

+5 Recuperation: Healing 2 BODY, Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points); Extra Time (Regeneration-Only) 6 Hours (-2 ½), Self Only (-½)

+5 Recuperation: Healing 3 BODY, Reduced Endurance (0 END; +½), Persistent (+½) (60 Active Points); Extra Time (Regeneration-Only) 6 Hours (-2 ½), Self Only (-½)

 

Ever Vigilant Option Path

17 Never Caught Flat-Footed: Danger Sense (self only, in combat, Function as a Sense) 11-

+5 Never Surprised: Danger Sense (self only, out of combat, Function as a Sense) 11-

 

Hardy as the Rocks Option Path

1 Ironskin: Damage Resistance (1 PD/1 ED)

+2 Steelskin: Damage Resistance (+2 PD/+2 ED)

+2 Adamantskin: Damage Resistance (+2 PD/+2 ED)

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Re: Paladins, take 2

 

I'll take two paladins' date=' and can you throw in one of those rangers too?[/quote']

 

Sounds like a request... :)

 

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Warden

Wardens are followers of the Druidic god Adrom. Adrom was a mortal who became a god; it is his example that all Wardens seek to follow. Adrom is the god of hunters and protector of those who move through the wild places. Wardens are the masters of those wild places, men and women who tread where others fear to go. They are the trailblazers, explorers and pioneers who roam the ancient forests, swamps, mountains, plains, hills, and badlands, protecting those who work, live, and travel in these uncivilized places.

 

Wardens may be trained in one of the temples of Adrom; more likely promising students will be taken under the wing of an experienced Warden and brought up the ways of the wild. Like all other Holy Warriors, Wardens must obey a strict code of behavior or risk losing their special connection with the natural world. Wardens are thought of as the greatest or all hunters. They often seek out and kill creatures or men who despoil nature.

 

Wardens are most commonly found on the island of Kalon, though the order has spread out through most of the West so it is not unusual to encounter a Warden from any of the four corners of the earth.

 

Warden Package Deal

4 Combat Expert: WF: Common Melee, Common Missile

3 Weapons Master: +1 CV with One Weapon Group

2 Weapon Expert: +1 CV with Favorite Weapon

3 Wilderness Lore: AK: Appropriate Terrain 12-

2 Religious Training: KS: Church of Adrom 11-

2 Beast Lore: KS: Local Flora and Fauna 11-

2 Survivor: Survival (Choose one Climate Type) 11-

3 Hunter: Tracking

4 Holy Warrior Privileges: Perk: Warden

15 Skills (Choose five): Animal Handler, Breakfall, Climbing, Concealment, Faith, Language (Fluent with Accent), Mimicry, Navigation, Paramedics, Riding, Shadowing, Stealth, Tactics, +1 Perception

-20 Warden's Code: Psychological Limitation: Code of Honor (Common, Total)

20 Total Cost

 

Option Paths

The paths of the Warden bring her closer to the natural world, allowing her to move like a ghost through the wilderness, to speak with and even summon animals, and to cast spells (requiring a Faith roll). A spell-casting Warden may choose spells from three spheres — Guardian, Healing, and Nature.

 

Divine Magic Option Path

13 Orisons: VPP (10 Base + 3 Control Cost; Change Powers as a 0-phase Action (+1); Gestures (-¼), Incantations (-¼), Requires a Faith Roll (-½), Limited Range (10"; -¼), Costs END (-¼), Only When Serving Adrom's Purposes (-½)

+11 First Book Spells: Multipower (20-point Reserve); Gestures (-¼), Incantations (-¼), OAF (-1), Requires a Faith Roll (-½), Only When Serving Adrom's Purposes (-½), plus five Spells

+4 Second Book Spells: Multipower (30-point Reserve); Gestures (-¼), Incantations (-¼), OAF (-1), Requires a Faith Roll (-½), Only When Serving Adrom's Purposes (-½), plus three Spells

+5 Third Book Spells: Multipower (40-point Reserve); Gestures (-¼), Incantations (-¼), OAF (-1), Requires a Faith Roll (-½), Only When Serving Adrom's Purposes (-½), plus three Spells

 

Defender of the Faith Options

13 Smite Evil: Find Weakness 11- with All Melee Weapons (20 Active Points); Only When Serving Adrom's Purposes (-½)

+7 Smite Evil: Find Weakness 13- with All Melee Weapons (30 Active Points); Only When Serving Adrom's Purposes (-½)

+7 Smite Evil: Find Weakness 15- with All Melee Weapons (40 Active Points); Only When Serving Adrom's Purposes (-½)

8 Rebuke Undead: +50 PRE (50 Active Points); Only to Make Presence Attacks (-1), Limited Effect (Fear Only; -½), Only Against Undead (-1); OAF (holy symbol; -1), Extra Time (Full Phase; -½), Only When Serving Adrom's Purposes (-½)

22 Call Mount: Animal Follower of 75 Points +75 Disadvantages (15 Active Points) plus Mind Link, Animal class of minds, with Mount, No LOS Needed, Psychic Bond (20 Active Points); Feedback STUN and BODY (-2)

 

Woodland Ghost Options

3 Woodland Striding: Environmental Movement (No Penalties in Heavy Brush)

3 Trackless Step: Gliding 6" (6 Active Points); Ground Gliding (-¼); Requires a Tracking Roll (-½)

10 Peerless Camouflage: Invisibility to Sight and Hearing Groups (25 Active Points); Chameleon (-½), Only When Not Attacking (-½), Requires A Concealment Roll (-½)

18 Flawless Hunter: Retrocognitive Clairsentience (Sight Group), Tracking (45 Active Points); Retrocognition Only (-1), Requires A Tracking Roll (-½)

26 Track Like a Wolf: Analyze, Microscopic (x10), Rapid (x10), Targeting, and Tracking with Smell/Taste Group

 

Animal Master Options

10 Animal Companion: Animal Follower of up to 50 Points + 50 Disadvantages

17 Speak With Animals: Telepathy 6d6 (Animal class of minds) (30 Active Points); Incantations (Requires Incantations throughout; -½), Communication Only (-¼)

25 Call Animals: Summon 8 50-point creatures, Loyal (+½), Expanded Class of Beings (Any Wild Animal; +½) (50 Active Points); Arrives Under Own Power (-½), Summoned Being Must Inhabit Locale (-½)

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Re: Paladins, take 2

 

OK, here's the next one...

 

----------

Oglach

The chief of the Druidic pantheon is known as Mother, who is the Life-Giver and the Queen of Nature. Mother has a small number of followers who dedicate their lives to the principles of peace and justice. They are warriors who are deeply respected for the sacrifices they make to protect and preserve their island home. They call themselves the Oglach (which translates roughly as “children†or “servantsâ€), and they are given powers and abilities to do their Mother's will on the earth.

 

Oglach rarely have any formal training. Instead, they are called to serve through a series of visions (which may begin at a very young age). Their code of behavior is every bit as strict as that of the other Holy Warriors, though they are usually much more part of the local community. They are highly regarded by the people of Kalon, who believe they have a personal connection with the gods; such that even kings and chiefs often seek their advice. Since Oglach are independent agents, they are not bound by the hierarchy of the druids. Oglach seldom seek adventure, but they will defend their people with a fury unmatched by any. Oglach are seldom seen outside of Kalon, though one might be given a vision-quest that requires her to travel to strange lands.

 

Oglach Package Deal

4 Combat Expert: WF: Common Melee, Common Missile

3 Weapons Master: +1 CV with One Weapon Group

2 Weapon Expert: +1 CV with Favorite Weapon

2 Nature Lore: KS: Nature Lore 11-

2 Religious Training: KS: The Druidic Gods 11-

2 Friends of the Mother: Survival (Choose One Climate Type) 11-

4 Holy Warrior Privileges: Perk: Oglach

2 Hero of the People: Reputation: Servant of the Mother (among druids and the Kalonese people) 11-, +1/+1d6

10 Divine Health: Life Support (Immunity: All terrestrial diseases)

9 Skills (Choose three): Animal Handler, Breakfall, Climbing, Concealment, Conversation, Faith, Language (Fluent with Accent), Navigation, Oratory, Paramedics, Riding, Shadowing, Stealth, Bump of Direction, +1 Perception

-20 Oglach's Code: Psychological Limitation: Code of Honor (Common, Total)

20 Total Cost of Package

 

Option Paths:

The Oglach follows paths that increase her influence among her people and bring her closer to the wisdom and grace of the Mother, giving her the ability to heal with a touch, to summon animals to serve her, and to cast spells (which requires a Faith roll). A spell-casting Oglach may choose spells from three spheres — Guardian, Healing, and Nature.

 

Divine Magic Option Path

13 Orisons: VPP (10 Base + 3 Control Cost; Change Powers as a 0-phase Action (+1); Gestures (-¼), Incantations (-¼), Requires a Faith Roll (-½), Limited Range (10"; -¼), Costs END (-¼), Only When Serving the Mother's Purposes (-½)

+11 First Book Spells: Multipower (20-point Reserve); Gestures (-¼), Incantations (-¼), OAF (-1), Requires a Faith Roll (-½), Only When Serving The Mother's Purposes (-½), plus five Spells

+4 Second Book Spells: Multipower (30-point Reserve); Gestures (-¼), Incantations (-¼), OAF (-1), Requires a Faith Roll (-½), Only When Serving The Mother's Purposes (-½), plus three Spells

+5 Third Book Spells: Multipower (40-point Reserve); Gestures (-¼), Incantations (-¼), OAF (-1), Requires a Faith Roll (-½), Only When Serving The Mother's Purposes (-½), plus three Spells

 

Defender of the Faith Option Path

13 Smite Evil: Find Weakness 11- with All Melee Weapons (20 Active Points); Only When Serving The Mother's Purposes (-½)

+7 Smite Evil: Find Weakness 13- with All Melee Weapons (30 Active Points); Only When Serving The Mother's Purposes (-½)

+7 Smite Evil: Find Weakness 15- with All Melee Weapons (40 Active Points); Only When Serving The Mother's Purposes (-½)

8 Rebuke Undead: +50 PRE (50 Active Points); Only to Make Presence Attacks (-1), Limited Effect (Fear Only; -½), Only Against Undead (-1); OAF (holy symbol; -1), Extra Time (Full Phase; -½), Only When Serving The Mother's Purposes (-½)

22 Call Mount: Animal Follower of 75 Points + 75 Disadvantages (15 Active Points) plus Mind Link, Animal class of minds, with Mount, No LOS Needed, Psychic Bond (20 Active Points); Feedback STUN and BODY (-2)

 

Gentle Touch of the Mother Option Path

7 Lay on Hands: Simplified Healing 2d6 (20 Active Points); Concentration (0 DCV; -½), Gestures (Requires both hands; -½), Incantations (-¼), Only When Serving The Mother's Purposes (-½)

+4 Lay on Hands: Simplified Healing 3d6 (30 Active Points); Concentration (0 DCV; -½), Gestures (Requires both hands; -½), Incantations (-¼), Only When Serving The Mother's Purposes (-½)

+4 Lay on Hands: Simplified Healing 4d6 (40 Active Points); Concentration (0 DCV; -½), Gestures (Requires both hands; -½), Incantations (-¼), Only When Serving The Mother's Purposes (-½)

16 Cure Disease: Major Transform 6d6 (Sick Person to Well Person) (90 Active Points); Concentration, Must Concentrate throughout (0 DCV; -1), Gestures, Requires Gestures throughout (Requires both hands; -1), Incantations (Requires Incantations throughout; -½), Only When Serving The Mother's Purposes (-½), No Range (-½), Extra Time (1 Turn (Post-Segment 12), -1 ¼),

 

Friend of the Earth Options

3 Woodland Striding: Environmental Movement (No Penalties in Heavy Brush)

3 Trackless Step: Gliding 6" (6 Active Points); Ground Gliding (-¼); Requires a Tracking Roll (-½)

10 Animal Companion: Animal Follower of up to 50 Points + 50 Disadvantages

25 Call Animals: Summon 8 50-point creatures, Loyal (+½), Expanded Class of Beings (Any Wild Animal; +½) (50 Active Points); Arrives Under Own Power (-½), Summoned Being Must Inhabit Locale (-½)

 

Servant of the Goddess, Leader of the People Options

7 Inspire Courage: Aid PRE 1d6, Usable Simultaneously (up to 8 people at once; +1 ½), Delayed Fade Rate (points return at a rate of 5 per minute; +¼) (22 Active Points); Only To Resist PRE Attacks and Drains (-1), Only When Serving The Mother's Purposes (-½), Requires An Oratory or Faith Roll (-½), Points Fade Instantly If Not Within Sight Of Oglach (-¼)

+7 Inspire Courage: Aid PRE 2d6, Usable Simultaneously (up to 8 people at once; +1 ½), Delayed Fade Rate (points return at a rate of 5 per minute; +¼) (44 Active Points); Only To Resist PRE Attacks and Drains (-1), Only When Serving The Mother's Purposes (-½), Requires An Oratory or Faith Roll (-½), Points Fade Instantly If Not Within Sight Of Oglach (-¼)

+7 Inspire Courage: Aid PRE 3d6, Usable Simultaneously (up to 8 people at once; +1 ½), Delayed Fade Rate (points return at a rate of 5 per minute; +¼) (67 Active Points); Only To Resist PRE Attacks and Drains (-1), Only When Serving The Mother's Purposes (-½), Requires An Oratory or Faith Roll (-½), Points Fade Instantly If Not Within Sight Of Oglach (-¼)

+4 Inspire Courage: Aid PRE 3d6, Usable Simultaneously (up to 32 people at once; +1 ½), Delayed Fade Rate (points return at a rate of 5 per minute; +¼) (82 Active Points); Only To Resist PRE Attacks and Drains (-1), Only When Serving The Mother's Purposes (-½), Requires An Oratory or Faith Roll (-½), Points Fade Instantly If Not Within Sight Of Oglach (-¼)

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Re: Paladins, take 2

 

Last one. This one is based off the "standard" D&D paladin...

 

-----

Paladin

Paladins are followers of the Trinity. Noble and heroic warriors, they follow in the footsteps of Durom I, the legendary hero who lead the armies of goodness and killed the Demon Morianis in single combat. Paladins are paragons of virtue, honor, and dignity. They are regarded by all right-thinking people as heroes, and even their foes respect their dedication and compassion. Few have the purity and devotion it takes to walk the Paladin's path, but those few are rewarded with the power to protect, to heal, and to smite.

 

Paladins are usually trained in one of the great temples of the Trinity, or (less frequently) are taken on as students by a more experienced Paladin. They are forever seeking ways to prove their dedication to their faith, and even a mundane mission is, in the heart of the Paladin, a personal test. As followers of the Trinity, a Paladin must live up the strict laws of their faith. Paladins take their code of honor seriously. If a Paladin should ever violate the tenants of her code of honor, she will henceforth become unable to use any of her special abilities unless she properly atones for her sin.

 

Paladins usually come from Demoria, where there is a long tradition of serving the Trinity. A Paladin might be from Shelinsibeau or Nekia as well. A Paladin from another part of the world most likely would have trained one-on-one with an older Paladin master, or immigrated to Demoria for her training.

 

Paladin Package Deal

4 Combat Expert: WF: Common Melee, Common Missile

3 Weapons Master: +1 CV with One Weapon Group

2 Weapon Expert: +1 CV with Favorite Weapon

2 Religious Training: KS: The Trinity 11-

4 Holy Warrior Privileges: Perk: Paladin

10 Divine Health: Life Support (Immunity: All terrestrial diseases)

3 Divine Grace: Luck x1; Only When Serving The Trinity's Purposes (-½)

12 Skills (Choose four): Conversation, Faith, High Society, KS: Law, Language (Fluent with Accent), Oratory, Paramedics, Riding, Tactics, +1 Perception

-20 Paladin's Code: Psychological Limitation: Code of Honor (Common, Total)

20 Total Cost of Package

 

Option Paths

The Trinity grants their followers great power. Paladins may follow the path of any or all of the three gods. Durom, the God of Health, teaches the Discipline of Strength. Wynnessa, the Goddess of Love, teaches the Discipline of the Heart. Mitra, God of Learning, teaches the Discipline of Wisdom. A spell-casting Paladin may choose spells from three spheres — Guardian, Healing, and War.

 

Divine Magic Option Path

13 Orisons: VPP (10 Base + 3 Control Cost; Change Powers as a 0-phase Action (+1); Gestures (-¼), Incantations (-¼), Requires a Faith Roll (-½), Limited Range (10"; -¼), Costs END (-¼), Only When Serving The Trinity's Purposes (-½)

+11 First Book Spells: Multipower (20-point Reserve); Gestures (-¼), Incantations (-¼), OAF (-1), Requires a Faith Roll (-½), Only When Serving The Trinity's Purposes (-½), plus five Spells

+4 Second Book Spells: Multipower (30-point Reserve); Gestures (-¼), Incantations (-¼), OAF (-1), Requires a Faith Roll (-½), Only When Serving The Trinity's Purposes (-½), plus three Spells

+5 Third Book Spells: Multipower (40-point Reserve); Gestures (-¼), Incantations (-¼), OAF (-1), Requires a Faith Roll (-½), Only When Serving The Trinity's Purposes (-½), plus three Spells

 

Defender of the Faith Options

13 Smite Evil: Find Weakness 11- with All Melee Weapons (20 Active Points); Only When Serving The Trinity's Purposes (-½)

+7 Smite Evil: Find Weakness 13- with All Melee Weapons (30 Active Points); Only When Serving The Trinity's Purposes (-½)

+7 Smite Evil: Find Weakness 15- with All Melee Weapons (40 Active Points); Only When Serving The Trinity's Purposes (-½)

8 Rebuke Undead: +50 PRE (50 Active Points); Only to Make Presence Attacks (-1), Limited Effect (Fear Only; -½), Only Against Undead (-1); OAF (holy symbol; -1), Extra Time (Full Phase; -½), Only When Serving The Trinity's Purposes (-½)

22 Call Mount: Animal Follower of 75 Points +75 Disadvantages (15 Active Points) plus Mind Link, Animal class of minds, with Mount, No LOS Needed, Psychic Bond (20 Active Points); Feedback STUN and BODY (-2)

 

Discipline of Strength Option Path

7 Lay on Hands: Simplified Healing 2d6 (20 Active Points); Concentration (0 DCV; -½), Gestures (Requires both hands; -½), Incantations (-¼), Only When Serving The Trinity's Purposes (-½)

+4 Lay on Hands: Simplified Healing 3d6 (30 Active Points); Concentration (0 DCV; -½), Gestures (Requires both hands; -½), Incantations (-¼), Only When Serving The Trinity's Purposes (-½)

+4 Lay on Hands: Simplified Healing 4d6 (40 Active Points); Concentration (0 DCV; -½), Gestures (Requires both hands; -½), Incantations (-¼), Only When Serving The Trinity's Purposes (-½)

16 Cure Disease: Major Transform 6d6 (Sick Person to Well Person) (90 Active Points); Concentration, Must Concentrate throughout (0 DCV; -1), Gestures, Requires Gestures throughout (Requires both hands; -1), Incantations (Requires Incantations throughout; -½), Only When Serving The Trinity's Purposes (-½), No Range (-½), Extra Time (1 Turn (Post-Segment 12), -1 ¼),

 

Discipline of Wisdom Options

7 Tongues: Universal Translator 11- (20 Active Points); Costs Endurance (-½), No Literacy (-½), Gestures (-¼), Incantations (-¼), Only When Serving The Trinity's Purposes (-½),

6 Augury: Clairsentience (Sight Group), Precognition (40 Active Points); Precognition Only (-1), Time Modifiers (-½), Vague and Unclear (-½), Gestures (-¼), Incantations (-¼), Concentration, Must Concentrate throughout (0 DCV; -1), Extra Time (5 Minutes; -2), Only When Serving The Trinity's Purposes (-½)

9 Eyes of Truth: Spatial Awareness (Unusual Group) (22 Active Points); Incantations (Requires Incantations throughout; -½); Costs Endurance (-½), Only When Serving The Trinity's Purposes (-½)

22 Detect Danger: Danger Sense (self only, out of combat, Function as a Sense) 11-

 

Discipline of Love Options

7 Inspire Courage: Aid PRE 1d6, Usable Simultaneously (up to 8 people at once; +1), Delayed Fade Rate (points return at a rate of 5 per minute; +¼) (22 Active Points); Only To Resist PRE Attacks and Drains (-1), Only When Serving The Trinity's Purposes (-½), Requires An Oratory or Faith Roll (-½), Points Fade Instantly If Not Within Sight Of Paladin (-¼)

+7 Inspire Courage: Aid PRE 2d6, Usable Simultaneously (up to 8 people at once; +1), Delayed Fade Rate (points return at a rate of 5 per minute; +¼) (44 Active Points); Only To Resist PRE Attacks and Drains (-1), Only When Serving The Trinity's Purposes (-½), Requires An Oratory or Faith Roll (-½), Points Fade Instantly If Not Within Sight Of Paladin (-¼)

+7 Inspire Courage: Aid PRE 3d6, Usable Simultaneously (up to 8 people at once; +1), Delayed Fade Rate (points return at a rate of 5 per minute; +¼) (67 Active Points); Only To Resist PRE Attacks and Drains (-1), Only When Serving The Trinity's Purposes (-½), Requires An Oratory or Faith Roll (-½), Points Fade Instantly If Not Within Sight Of Paladin (-¼)

+4 Inspire Courage: Aid PRE 3d6, Usable Simultaneously (up to 32 people at once; +1 ½), Delayed Fade Rate (points return at a rate of 5 per minute; +¼) (82 Active Points); Only To Resist PRE Attacks and Drains (-1), Only When Serving The Trinity's Purposes (-½), Requires An Oratory or Faith Roll (-½), Points Fade Instantly If Not Within Sight Of Paladin (-¼)

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Re: Paladins, take 2

 

¿Cuál es "Wiki"?

 

I know what Wikipedia is... I'm pretty sure there's already a Hero entry there. Same thing?

The answer is sort of... a Wiki (origally called a WikiWikiWeb) is web service that allows users to edit the content. Wikipedia is a use of a Wiki to create an encyclopedia. http://en.wikipedia.org/wiki/Wiki is Wikipedia entry for a Wiki. Also the Original Wiki is here: http://c2.com/cgi/wiki a programmers site for sharing information.

 

I think Curufea would like to stick useful generic campain stuff into a Wiki / Wikipedia formate.

 

More useless information from loreslost

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Re: Paladins, take 2

 

I've installed 3 wiki's so far - two DokuWikis and a WakkaWiki (For Baron Munchausen storytelling game, for a SpecFic reviews website, and the last for converting my entire website).

 

Wikis are websites that are editable "on the fly". You go to the website, and edit the page - you don't need to know HTML, and don't use any other program but your browser. Wiki sites are frequently editable by the public, or regististered users. They have huge organisational advantages over a message board - because you can categorise, use breadcrumbs and create links how you want.

 

(edit)

I did start one of these several months ago, actually. But due to lack of interest in others to contribute - and the need for a reviews website to be set up for a friend, I converted the Wiki from Hero to reviews (what little is left is here, and just consists of the "converted to" threads - http://www.curufea.com/hero/). However, now that I've moved the reviews website to a subdomain (http://www.asif.dreamhosters.com) I can convert the Hero Wiki back to its original intent (and make it open to registered users again - currently it isn't editable).

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  • 3 weeks later...

Re: Paladins, take 2

 

OK, now I need a little assistance. I'm codifying the Codes of Honor for each of my Holy Warrior types. I've got the Paladin and the Warden down, but I need a little help with the others. The general themes should stay the same -- bravery, honor, sacrifice, etc, but each has to have its own cultural components. Anyone got any ideas?

 

Here's what I got:

 

 

The Paladin's Code of Honor

Honor: A Paladin does what she knows is right, even if there is an easier way; even if she knows she will lose by it. She cannot hide from herself. She is free, but she knows that freedom without honor is barbarity — and when her life is over, if she holds fast to her honor, she can face her god and say, "I tried to do right."

 

Power & Compassion: Through intense training, the Paladin becomes quick and strong. She is not like other people. She develops powers that must be used for the good of all. She has compassion. She helps her fellows at every opportunity. If an opportunity does not arise, she goes out of her way to find one.

 

Duty & Loyalty: When a Paladin does or says something, she owns that thing. She is responsible for it and all the consequences that follow. A Paladin is loyal to those in her care. To those she is responsible for, she remains totally true.

 

Heroism & Courage: A Paladin rises up above the mass of people who are afraid to act. A Paladin's path is dangerous, but she lives life completely. Courage is not blind — it is intelligent and strong. A Paladin replaces fear with respect and caution.

 

Honesty & Justice: A Paladin is acutely honest in her dealings with all people. She believes in justice. To the Paladin, there are no shades of gray. When it comes to honesty and justice, there is only right and wrong.

 

Courtesy: Paladins do not need to prove their strength. A Paladin is courteous even to her enemies. Without this show of respect, people are nothing more than animals. A Paladin is not only respected for her strength in battle, but also for her dealings with others. The true strength of a Paladin becomes apparent during difficult times.

 

Sincerity: When a Paladin has said she will perform an action, it is as good as done. Nothing will stop her from completing what she has said she will do. She does not have to give her word; she does not have to promise. The action of speaking alone has set the act of doing in motion — speaking and doing are the same thing.

 

 

The Warden’s Code of Honor

Trustworthiness: A Warden is trustworthy and honest. She keeps her word; people can depend on her.

 

Loyalty: A Warden is true to her duty.

 

Beneficence: A Warden is concerned about others. She faces challenges and dangers willingly, without thought of reward.

 

Benevolence: A Warden understands that there is strength in being gentle. She does not resort to violence except as a last resort.

 

Courtesy: A Warden is polite to all. She knows that a person is measured by her dealings with others.

 

Courage: A Warden braves dangers that others do not dare to face. She has the courage to stand for what she believes in, no matter the odds.

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