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Rage

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Everything posted by Rage

  1. Re: Losing items or death? 1) depends, usually I would say lives, but if a character has payed for a item pts wise (like say a magical pair of gloves which give them greater ability to climb) and they perminantly loose it I say thats pretty low (unless the points are given back somehow laa laa laa, or it was a very big roleplaying thing and not just some stupid little spell). And with DnD the weapons are tied with the Character, it is assumed that a level 12 fighter will have around 6-10 magical items including armour and weapons, The bad guys are written assuming that fact. So to destroy all of a DnD characaters stuff is to effectivley drop him a level or two in effectiveness at least. 2. In my game they are rare, I have had only a few characters permenantly loose paid points stuff the first two occasions both had to do with roleplay (the first guy snapped his magic pike in half to use the pieces in a ceremony which destroyed the ghoul lord, the second time a character gave away his enchanted amulet to his lady love. The third time a character brought the limitation durable on his focus making it breakable, It broke in a bar fight.) However characters loosing stuff for being blatently gormless, but I often give them a chance to get it back, if they don't succed by by birdy. So what I am saying is spells like that aren't that common, spells that have an effect like polarising all metal objects do happen, and any object that can be breakable may break.
  2. Re: Rage's Build a world thread. no, do it. It will be awesome! The more well constructed fantasy stuff around the better for all fantasy players.
  3. Re: Just a couple questions A wizard type can have as many spells as he wants to pay for. (sorry it's a cop out answer I know) Generally I don't play straight DnD mages in Hero but I would allow for a 75+75 mage to have between 5-12 "proper" spells and between 4-20 "cantrips" and the like which would cover things like mending spells etc. and your idea of game progression is pretty much right, give out EXP anyway you want. See ya.
  4. Re: Is "evil race" an intrinsically rascist concept? I totally agree with you. "What do you mean these Goblins have flame throwers? The're far to stupid to ever ahve figure... ooh"
  5. Re: Is "evil race" an intrinsically rascist concept? Completley offtopic but: Neiphlem were according to christian texts the sons of angels, which is why they called themselves the son's of God. And there is no hard biblical evidence that Angels are demons contrary to what popular theology says. I have also seen theories that it was refering to Cains Children, I'll see if I can find the document.
  6. Re: Is "evil race" an intrinsically rascist concept? I swear, I don't know the guy.
  7. Re: Is "evil race" an intrinsically rascist concept? thats freaky weird man.
  8. Re: Is "evil race" an intrinsically rascist concept? I guess we are different people then. Ahh well back to mucking about watching daytime television and eating weird malaysian instant noodles.
  9. Re: Is "evil race" an intrinsically rascist concept? man I totally feel like we have some sort of connection!
  10. Re: Is "evil race" an intrinsically rascist concept? aww shucks, thanks mate.
  11. Re: Is "evil race" an intrinsically rascist concept? in short yes, I played a one shot like that a while ago. The sorceror had been using God's mysteries without God's permission, he had turned all of the middle east into I guess a form of mordor with Jerusalem being the center and had convinced the jews that he was Gods annointed one. We all played Aryans (mainly because the group was made up of white guys) in fact I played a Norse goddess (Hel), it was quite a cool alternate reality story.
  12. Re: Is "evil race" an intrinsically rascist concept? I think the real question is elves; just snotty wannabe vampires or Nazi Supermen?
  13. Belated update I have just finished writing this up in notepad, please forgive the multitude of grammatical and spelling errors. IF you don't I'll kill you. I have more things coming up soon, but I won't post them until I have proper art. anywho ---------- ---------- The Very Annointed Order of the Aeronautical Brotherhood The Aeronautical Brotherhood are commonly refered to as the Wind Knights, and that sums up what they are, this mercenary order use objects called Steeds to fly. These steeds are created by the Matguiran Technomancers and offer an almost unique role in any battle. Based in the Matguire Emirate (In the deep south of the continent) the Brotherhood is a very exclusionistic order who only allow the most accomplished warriors admitance, however the rewards are great for anyone who does belong: Weapons and armour that cost more than an entire kingdom each, Glory and prestige, and ofcource the chance to fly. The order itself does not let price be the only deciding factor when choosing which wars to join and which side to fight on, they also have a stringent code of ethics. If a a potential employer has sometime in the past wronged a member of the group or the group itself and has not dealt with it satisfactorly he is unable to engage the services of the brotherhood. The rule is so stringently enforced that a potential employer can also be denied the assistance of the order if a member of his family have wronged brother Knight or the Order. A partial Code of Conduct is found later in this post. The Brotherhood is lead by the Tanzibar (which is similar to a baron but closer to a duke) Franco. He commands more loyalty from the Wind Knights than they give to the king. A member knight who does not himself own his own lands (or house/villa/castle/keep) is automatically given free board and lodging at his Chatau. In the time of the GhostMoons when the first steeds were yet to be made and they warriors rode upon griffen, pegasi and giant birds, the Benevolent Master of Ceremoneys made The Brotherhood an official Knightly Order, sanctified by the God of Gods and all members were therefore able to access the rights that all knights of the Emirate, namley to own land and be allowed to look at the royal family. A Later Benevolent Master of Ceremoneys granted the Order of the Aeronautical Brotherhood priesthood so that they were able to enter the inner sanctum of the first Temple of Ceremony (to save the life of the Benevolent Master and his priestesses from an enraged Emir who had been excomunicated.), so to this day the Knights of The Very Annointed Order of the Aeronautical Brotherhood are allowed to conduct marriages funerals, processionals, annointments and exorcisms with full permission from the mother church. To become a member of the Aeronautical Brotherhood a warrior must prove himself as not only a feirce fighter, but also as a thinker and a principaled man, he must also be able to ride well. If a Member of the Brotherhood decides that someone may be Wind Knight material he will spy on him and set challenges for the warrior to overcome. If the warrior succeds to a point that the Wind Knight and atleast two of his brother knights agree upon he is approached and offered a chance to win a place in the Brotherhood, the test itself is different each time, but it is always hard and always involves heights, combat, and pain. It is always judged by one of the Tanzibars generals and a highly ranked Technomancer. If the applicant succeds in winning a spot he is given a steed and is fitted for his Glide Vest and Helm, he is then placed at the Chateu Ua Gildan where he recieves training in the ways and weapons of the Wind Knights. The ranking of a Wind Knight is shown with the use of feathers, due to a legend that the founding members of the Brotherhood were each turned into a different bird as when they died. Each feather representing a different warrior. The tail feathers of a Kotuku for Antiopus the white haired, Raven feathers for Septos blessed of the Morag, Lyre bird feathers for the poet Yahvet, peacock feathers for the proud twins Brush and Frost, and finally Pukeko feathers for the Giant Giadard whose hair was dyed the same brilliant indigo, and was the first to die. So the ranking is as follows: Pure white Kotuku (a type of heron)Feathers used for the highest of ranks Raven feathers Lyre Bird Feathers Peacock Feathers Eyeless Peacock Feathers Pukeko Feathers, for the lowest of ranks. The Code of Honour: (Common, Total -20pts) One must live by the word of ones superiors One must let the bonds of The Brotherhood be more tight than any other. One must love his Brothers of the Brotherhood as if they are oneself. One must never use a net to entrap another whether that net is physical or verbal or other, for this is beneath one. Ones steed is ones life, and ones life is ones steed. One may have a family, and shall never covet anothers. One must never give up in the face of hardhship, whatever form that takes Weapons and items unique to the Brotherhood: Glide Vest, all slots: OIF -1/2 Magic Item modifier +1/4 11 Gliding 3", NCM x8, 13 AP, Turn Mode -1/4 1 Gliding 1", Trigger: wearer being unconcious/incapacitated and falling. +1/4 4 Knockback Resistance -2", 14 Armour: 4 PD / 4 ED, Hardened +1/4, 18 Active Points. total cost: 29pts street value: 900-2000crowns on the black market. The Glide vest is the last saftey of the sky knights. If a sky knight is knocked of his steed he can still keep fighting until he can call it back. If the steed is destroyed he can glide to the ground safley instead of plumeting like a sack of potatoes. If the wearer is knocked out for any reason he will start floating slowly downwards, this saftey feature was added recently. The Aeronautical Glide vest has armour in the form of iron and bronze plates which cover the technomantic (magical item) aspect of the vest. This plating is the maximum armour able to be put on the vest before it starts to become unbalanced by the weight. Aeronautical Helm: OIF -1/2 3 Life Support: Char is safe in Low Pressure/Vacuum, Extended Breathing 20 mins 4 AP 2 Flash Defense: 2 pts, Sight Group, hearing group 4 AP total cost: 5pts street value: 450-600crowns on the black market. The aeronautical helm is a technomantic helmet made from bronze platinum and a strange glass made out of quartz, These full face helmets are adorned with a line of feathers. the type of feather used as the headress is used as a sign of which rank the WindKnight is. The Helms themselves are of great use as they not only store air for when the knights fly high, but they also provide ample wind and glare protection for the eyes. the helmet can become air and water tight at a thought, and this reflects its value on the black market as many illegal salvagers find it useful in their work. Steed: Magic Item modifier (+1/4) STAT CHAR COST ROLL OTHER STUFF 40 STR 10 17- HTH damage 8d6 14 BOD 0 12- 4 SIZE 20 Length 2.5m, width 1m, area 2,5m3, 1.6tonne -4KB 21 DEX 33 13- OCV=7 DVC=4 5 DEF 4 SPD 3,6,9,12 5 LEAP (5 foward 3 upward) 86pts 25 Flight 10" (Improved Noncombat Movement (x4)) 8 Change Environment 4" radius (-2 PER Roll: Hearing Group) (18 AP); Explosion -1/4,Nonselective Target -1/4, Linked to Flight -1/2, can only be used when greater Power at full value -1/4 33pts Total Cost: 149pts Street value: Priceless/worthless The Steed's are the most important item to a Wind Knight, They are even more important to them than a horse is to a regular knight, this is because a horse can be replaced, but a steed can only be won in a contest of entry. If a knight who has but one steed (the higher ones rank the more steeds one has the privilage to keep.) looses that steed he must leave the order and try again from the beginning to earn membership and a steed, unless he can gain the use of another knights steed (usually by promising vasselship, or giving the other knight lands. However close brother knights may just gift a steed to the other). this culture and the extreme expense of building a steed (only the most highly expert technomancers in the Matguire emirate are allowed to attempt the building of a steed) The steed itself looks rather like a saddle and barding shaped around a slighly curved triangle. there are no straight lines on the steed which allow it to reach top speeds. however at top speeds they can get very very loud Calling ring 59 Summon Steed (149pts), Magic Item modifier(+1/4), Reduced End (0 END; +1/2), Specific Steed (+1), Slavishly Devoted; +1, Arrives Under Own Power (-1/2), IIF Ring (-1/4) (73 AP); total cost: 59pts Street value: Priceless/worthless A steed is linked to the thoughts and wishes of the wearer of its ring, this allows the ring bearer to control it without the use of his hands or from far away. The wearer of the ring can also call his steed no matter how far away it is. It is the bonding with the ring that makes the Steeds street value worthless: Only the bearer of the steeds specific ring can control it, to anyone else it is worthless. And as no Wind Knight would ever hock his steed the only way to get ahold of a steed and its ring is to steal it, and if that happens you would soon find an angry Wind Knight hunting you. Bowlance 10 Energy Blast 4d6 (vs. PD), Autofire 3 shots; +1/4, Armor Piercing +1/2, OAF -1, Activation Roll 14-, Jammed -1, 8 Clips & 4 Charges -1/4, Reduced By Range (-1/4) total cost: 10pts Street value: 30-40crowns The Bowlance is a heavy crossbow that can fire four bolts before needing to be reloaded, its ingenuity is that only the top bow needs to be wound back as it will automatically draw the next one down allowing for rapid fire motion. Bows have been historically used by the Wind Knights for both battle and hunting since the near Legendary Sir Christian of Eiyres defeated the southern manticore with it 200 hundred years ago, the move to cross bows was made soon after they were made as it allowed the Knights to fire without stopping as firing a normal bow caused the Steed to sway dramatically making it very hard to aim. The Bowlance is favoured not just for its quick fire, but also for its relativly short length and easy storage. The Bowlance has long been considered a useful tool by people not of the Aeronautical Order, and is somewhat available through out the southern kingdoms. The best makers of Bowlances are definitly Brush, Chrome and Son, who are located in the capital city of Matguire Emirate: Froststad Gildan Saber: 28 HKA 2d6 plus STR, 1.5x KB; +1/2; OAF -1, Increased Endurance Cost 2x END; -1/2 + Stretching 2", END: 9 total cost: 28pts Street value: 300 Crown The Gildan Saber (named after Chateu Ua Gildan where they are traditionally made by the expert sword smith of The Tanzibar Franco)is considered to be the ultimate evolution of the cavalry saber, the weapon itself is longer than a man is tall and is razor sharp. A Wind Knight is able to attack warriors on the ground from the relative saftey of the air, and with the extreme speeds afforded on the Steed a Wind Knight can figurativly cut through a unit. This is very useful for the Wind Knights and has taken the place of the more traditional lance (which is still used by Knights of the ground.) Often Wind Knights keep Shorter swords with them as well as the Gildan. This is because if combat does become hand to hand and close up while in the air the usefulness of the extremley long and heavy weapon is significantly hampered. The Gildan Sabers themselves are worth alot as the prestige for owning one legally (killing a Wind Knight in battle) is incredible especially in the less civilised areas of the world, and it is alot safer to buy one of someone who has a saber than it is to fight somone who has one. Fried Egg (Oil balls): 10 RKA 1/2d6, Area Of Effect Nonselective Target One Hex; +1/4, Sticky Standard; +1/2 3 Continuing Charges lasting 1 Minute each -1/2, Range Based On Strength -1/4 total cost: 10pts Street value: 1/4 Crown No one knows where the nickname Fried Eggs came from, but popular annicdotes say it is because the original inventor of these bombs thought them up when after his breakfast was burnt up in an oil fire. A Fried Egg is a very primitive grenade/molitof cocktail. High proof alcohol and animals fats are bound in a tight ball of fire baked clay with a wick attached. When thrown the clay bursts open covering the attacked in a burning mess. This weapon has been used effectivley both in combat and in seiges where it can be used to set fire to the beseiged fortress. Gun Powder has not been shown to the Southern lands yet, but when it becomes more commonplace we may see nastier Fried Eggs being made. Anyone who is not associated with one of the Armed forces/Noble Orders/Knightly brotherhoods found with a supply of Fried Eggs can be (and often is) sentanced to death as it is considered a treasonable offence to have these in your possesion. The Martial Art of The Brotherhood Flying combat Maneuvers 0 Weapon Element, blades: Default Element 3 Sunder: (Takedown) 1/2 Phase, +1 OCV, +1 DCV, WeaponStrike; Target Falls 5 Swipe:( Passing Strike) 1/2 Phase, +1 OCV, +0 DCV, Weapon+v/5; FMove 5 Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, +10 STR to Disarm roll; FMove 4 Storm: (Charge) 1/2 Phase, +0 OCV, -2 DCV, Weapon +2 DC +v/5 Strike, FMove 4 Dash: (Killing Strike) 1/2 Phase, -2 OCV, +0 DCV, HKA 2 DC 5 Flight: (Flying Dodge) 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 5 Buffet: 1/2 Phase, +0 OCV, -2 DCV, HKA 2 DC, v/5, F move 31pts Bowlance Maneuvers 0 Weapon Elements bowlance: Default Element 3 Shoot Down: 1 Phase, +4 OCV, -2 DCV, Range +3, Strike, fmove 4 Carom: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC 5 Moving Shot: 1/2 Phase, -1 OCV, +0 DCV, Range +0, Strike, FMove 5 Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike 3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike 20pts Skills and Perquisites of all the Brotherhood. 5 Riding 5 Combat Piloting 3 PS: warrior 3 PS: Aeronautical Brother (INT-based) 7 Fringe Benefit Wind Knight ( 8- Contact: The Tanzibar Franco, leader of the Aeronautical brotherhood), Knight, Low Justice, Right to perform marriage ceremony) --------- --------- --------- So what do you think? Opinions? flames? mightybecs? Well its 3:36am and I'm off to bed.
  14. Re: Character Transformations as for my character radiation accidents I draw back to the super hero world I created when I was three and have used as my own little world ever since (it ofcource evolved and what not through out the ages, no I am not a freak.) Shrapnel: a Time traveler, originally had supermanesque powers, but during a large battle between realities became three seperate people Shrapnel (a super fast flying, teleporting, super strong, tk using, energy blast throwing mishmash.) who was a cross between Captain America and a non lethal Judge dread, Mann (who was almost like batman (in powers, except his utility belt was way crapper than batmans is) but had spidermans sensibilitys, and Ravaged which was a beastial monster with supermans powers, think Man Bat with an alien (from the movie aliens) head. these three got recombined at a later date with Shrapnels powers, Manns ethics and personality, and a glimmer of the beast in the eyes. So he went from Super Man to Cable. then theres Claw: filled with a super strongnanotech metal he became (what I thought was original) a lesser version of the villain from Terminator 2 crossed with wolverine (martial arts skills, being a weapon X type deal). After having his nanotechnology ripped away from him (by a sentient computer virus) his crippled shell of a body was put into "the red Chamber" a supernaturally powerful natural hollow ruby that is guarded by a feral tribe in the caucaus mountains. Claw was healed and became for a while a flying regenerative brick with healing powers and killing attacks up the wazoo. However during the same reality spanning battle which changed Shrapnel the red chamber was shattered, leaving Claws powers fading fast. Claw gathered some of the shards and had them formerd into gauntlets by a magus called "The Astronomer" (which provided him with a heightend hand to hand attack and slight regenerative powers usable on his self and others). So he went from T2/wolverine to The Hulk/superman to wolverine, sad eh? Then theres rubberman, originally he was a man who was rubber, he could stretch (not under his own power), bounce (not very acuratly) and could not be hurt except by extreme heat (he wasn't vulcanised.) When he was with the Power People he flew the plane and carried a taser gun into battle. Eventually he learnt how to bounce and jump quite high using his natural rubberyness, but he never learnt how to become a stretcher. During the climax of the "Space War" (man when you're a kid you come up with original names) he was captured and put inside a experimental "charge cylander" which literally created physical energy. This improvised death trap worked and later when three other heroes (Shrapnel, Electronis- an EPer who absorbs energy, and The Lynx- Canadian psychic/tking woman with a cat motif) were put in there they looked around they commented on this disgusting black ooze coating the place (not knowing that rubber man had died there) They managed to escape this deathtrap (as Electronis and shrapnel absorbed the energy) and the space station crashed into the indian ocean. 12 months later a new team of the Power People found an amnesiac shapeshifter and let him join, and during a run in with a powerful psychic villain called Sigmund (I told you kids suck at names) Rubbermans memories were returned. So from man of rubber to metamorph.
  15. Re: Character Transformations IIRC in the old series Optimus was originally something akin to a very small landrover who was shot and taken by the time traveling aerobot's to the work shop of another transformer who rebuilt him to be an "autobot in decepticon clothing" so that was a transformation. Or you could be talking about the time he was turned into a robot crocodile, or about the beast wars series. As for bumblebee becoming Golden Rod, that was more Bumble Bee being given a face plate and increasing his speed.
  16. Re: We Need More....CHAINSAWS!!!! armour peircing if equippped with a diamond headed titanium bit?
  17. Re: Criminals Fear My Cool New Smiley!! oh dear lord, they got Steve Long too.
  18. Re: Creepy Pics. I like crayfish.
  19. Re: Creepy Pics. yes, offending people is evil.
  20. Re: Rage's Build a world thread. Im working on a whole heap of stuff right now (including the start of my "dramatis Persons" with art to go with them) but it is also exam week at university, and I have been performing a play called roomservice for the last two weeks, the final night is tonight and I move house on monday so I am a little busy. When I get my scanner running on tuesday there may be an update, or there may be a tired rage sleeping. I'm not going to comment on which it will be yet.
  21. Re: Meters or yards or feet? just use a meter, metrics are way better than the imperial system.
  22. Re: Spirit Magic Impose will: Mind control (anything from a classic love spell to "madness") Animals sight: clairsentience, only from animals senses.
  23. Re: A typical Emperors Chosen. I should note, that I am just making stuff as it goes along. A very haphazard type occurance.
  24. A typical Emperors Chosen. STR 30 15- 6d6 DEX 23 39- 14- CON 23 26 14- BOD 23 26 14- INT 13 3 14- EGO 18 16 13- PRE 30 15- 6d6 Com 10 SPD 4 7 PD 6 ED 5 REC 11 END 46 STN 50 3: PS: Specialty division of the army (Cavalry, Rosarch, Elephanoe, Blooms men, etc) 3: KS: Specialty subject 3 KS: Specialty subject 3 Teamwork (14-) 7 Tactics (14-) 3 PS: Soldier (Officer) (PRE-based) (15-) 3 Paramedics (12-) 2 KS: The Blue Way (11-) 4 KS: Empirical philosophy (13-) 5 Defense Maneuver: I-II 7 Deduction (14-) 6 Survival (Desert, Temperate/Subtropical, Tropical) (13-) 3 Riding (14-) 8 +1 with All Combat Mutations 6 1)Mental Defense (10 points total) 28 4)Life Support (Character is safe in High Magic, Extended Breathing, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 400 Years) 30 5)+20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points) 5 7)Lack Of Weakness (-5) for Normal Defense 10 8)Physical Damage Reduction, 25% 16 9)Enhanced Perception (+5 to PER Rolls for All Sense Groups; Telescopic (+1)) 15 Danger Sense (12-) (Area: Immediate Vicinity, Intuitional) 17 Combat Sense 14- 15 Original Blue way ability Runic Armour, all slots: OIF Expendable (Extremely Difficult to obtain new Focus; -1 1/2) 16 1)Armor (11 PD / 11 ED), Hardened (+1/4) (41 Active Points) 10 2)Flight 6" (Improved Noncombat Movement (x4)), Reduced Endurance (0 END; +1/2) (25 Active Points) 2 3)Flash Defense (6 points) (Sight Group) (6 Active Points) 15 5)Mind Link: Emporers chosen (Specific Group of Minds; Any distance, No LOS Needed, Number of Minds (x64)) (55 Active Points); Only With Others Who Have Mind Link (-1), Costs END To Maintain (Half END Cost; -1/4) 4 6)Knockback Resistance -5" (10 Active Points) 5 7)Life Support (Character is safe in High Pressure, Character is safe in Low Pressure/Vacuum, Self- Contained Breathing) (13 Active Points) 2 4)Flash Defense (6 points) (Hearing Group) (6 Active Points) 13 Emporers sword: Multipower, 40-point reserve, all slots: (40 Active Points); OAF Expendable (Extremely Difficult to obtain new Focus; -2) 1u Killing Attack - Hand-To-Hand 2d6 (plus STR), Autofire (3 shots; +1/4) (37 Active Points) 4 1u Dispel 3 1/2d6: magic, Reduced Endurance (0 END; +1/2), Affect All Powers Of A Given Special Effect (All Powers Simultaneously; +2) (37 Active Points) 1u Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2) 1u Hand-To-Hand Attack +5d6, Affects Desolidified (Any form of Desolidification; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2) 4 Sword Art 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike 5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, WeaponStrike 4 Sacrifice Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, +10 STR to Disarm roll 3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, WeaponStrike; Target Falls 4 Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Block -15 Distinctive Features: Bald slightly gray/blue scarred man standing at 7 feet tall with red tinted eyes., Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses -10 Sword art style disadvantage -20 Psychological Limitation: Code of Penn, Very Common, Strong -25 Social Limitation: Emporers chosen, Very Frequently (14-), Severe The Emperors Chosen are the most powerful group in the entire Empire. Lead and given spiritual guidance by Field Marshal Penn, these men use the abilities they have gained through the blue way and have augmented that through the use of technomancy. the Code of Penn is Feild Marshal Penn's hard disipline which is used to create the most powerful changes in the shortest amounts of time. Instead of the gental inner knowledge forged through self enlightenment, these men use extreme physical torment and self denial to gain power. this is a perversion of Penns original teachings of the Blue way, but Penn himself is a perversion of his teachings. The Code of Penn includes: - Cutting ties to everyone who is not part of the Emperors chosen - Forbidden to eat cooked food - Weeks of not being allowed to eat vegtable matter, and weeks not being allowed to eat meat. - Self Flagelation - Arena style fights to the death Once a warrior is "advanced" enough and has proved his loyalty to the emperor enough he is allowed to go through the final test for entry into the Chosen. He must first go and without weapons kill a buffalo, he must then take the buffalos raw hide and be sewn up in it, the hide is then covered in clay and the warrior is left in the desert for two weeks. this is to test his ferocity and strength (the battle with the buffalo), and his endurance + self presevation (the buffalo hide). If he survives, the warrior is given his armour and his sword and he joins the chosen. Note: No PC is meant to be an Emperors Chosen, I see the entire organisation being slightly psychotic and therefore the perfect "scare the pants off the heroes" guys.
  25. Re: Dwarf Martial art I could almost imagine giving the dwarves an armour piercing bonus to be used with their martial arts. They are short and do alot of cleaving and piercing as opposed to slashing and the like. And since they are so stumpy... actually I just wanted to use the word stumpy
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