Difference between revisions of "Qualities of Ilbarych"

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==Fate Benefits==
 
==Fate Benefits==
* Animal Cohort
+
 
* Cadre
+
{| border="0" cellpadding="5" cellspacing="0" align="center"
* Cohort
+
|-style="background:black; color:white"
* Famous
+
|'''Quality'''
* Head of House
+
|'''Prerequisites'''
* Heir
+
|'''Mechanics'''
* Landed (does not require Sponsor)
+
|-
* Lucky
+
|Animal Cohort
* Night Eyes
+
|''Animal Handling 3 (Train 1B)''
* Pious
+
|Choose an animal: dog, eagle, horse, catamount, raven, or wolf. As long as your animal cohort is adjacent to you or your opponent, you gain a +1D to Fighting tests.
* Prophetic Alignment
+
|-style="background:powderblue"
* Prophetic Dreams
+
|Cadre
* Warding Marks
+
|''Persuasion 5 or Warfare 4 (Command 2B)''
* Wealthy
+
|You gain a veteran squad of ten soldiers, all of whom are either guards or a unit type your House have invested Power in. In skirmishes, the cadre automatically reorganized and rallies at the start of each of your turns until destroyed.
 +
|-
 +
|Cohort
 +
|''Status 3''
 +
|You gain a full Primary Narrator Character as a follower; their Status cannot exceed your own. Cohorts earn experience at half the experience you earn. Increase your Combat Defense and Intrigue Defense by 2 when they are adjacent to you.
 +
|-style="background:powderblue"
 +
|Famous
 +
|''None''
 +
|You are famous, and when making Persuasion (Charm or Seduce) tests, convert a number of bonus dice equal to Status to test dice. Subtract Status from all Stealth tests.
 +
|-
 +
|Head of House
 +
|''None''
 +
|You are the lord or lady of a House; add +2 to all Status test results.
 +
|-style="background:powderblue"
 +
|Heir
 +
|''None''
 +
|You stand to inherit a House; add +1 to all Status test results.
 +
|-
 +
|Landed
 +
|''None''
 +
|You have been granted lands and a title by your lord. You may spend Experience to increase your Status.
 +
|-style="background:powderblue"
 +
|Lucky
 +
|''None''
 +
|Once per day you may re-roll a single test, taking the better of the two test results.
 +
|-
 +
|Night Eyes
 +
|''None''
 +
|You never suffer a penalty to tests when attempting them in areas of low light. You still suffer normal penalties in complete darkness.
 +
|-style="background:powderblue"
 +
|Pious
 +
|''Will 3 (Dedication 1B)''
 +
|Choose a religion, philosophy, or ideal to which you are dedicated. Once per day, before making a test, you can call on your faith to gain +1D for that test.
 +
|-
 +
|Prophetic Alignment
 +
|''Sorcerer must have cast a Vision ritual''
 +
|Gain a number of Prophetic Destiny Points equal to the Vision ritual's Unleashing degrees, plus one. You may use these to bring about the prophecy, or to prevent it. Once all these points are burnt, regain the Destiny Point invested in the benefit.
 +
|-style="background:powderblue"
 +
|Prophetic Dreams
 +
|''Will 5''
 +
|When sleeping, you have oracular dreams when rolling a 6 on 1d6. If the Narrator has a portent ready, you gain that portent; otherwise, it is a premonition. (Sword Chronicle p57)
 +
|-
 +
|Warding Marks
 +
|''Sorcerer must have cast a Warding Marks ritual''
 +
|Gain the effects of a single ritual that grants a Warding. You are protected at the lowest possible Warding granted by that ritual, but it is permanent unless the marks are removed from your body.
 +
|-style="background:powderblue"
 +
|Wealthy
 +
|''None''
 +
|At the start of each month, make a Cunning or Status (Dif 3) test; gain 10 imperials per degree of success to coffers.
 +
|}
 
===Crownsmaid===
 
===Crownsmaid===
 
'''Requires Fighting 2, Status 2'''<br>
 
'''Requires Fighting 2, Status 2'''<br>
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* Additionally, when you are on-hand during an Intrigue or a Combat, you may always take a Lesser Action to grant your lady a +1D to any Intrigue or Combat action.  
 
* Additionally, when you are on-hand during an Intrigue or a Combat, you may always take a Lesser Action to grant your lady a +1D to any Intrigue or Combat action.  
 
* Finally, being a Crownsmaid comes with a degree of defensive training in the ''maidensblade'', a dirk hidden among a Crownsmaid's garb. This may be treated as a knife or dagger, with a +1 Defensive rating to the weapon while you are wielding it.
 
* Finally, being a Crownsmaid comes with a degree of defensive training in the ''maidensblade'', a dirk hidden among a Crownsmaid's garb. This may be treated as a knife or dagger, with a +1 Defensive rating to the weapon while you are wielding it.
 
 
===Knight-Sophiste===
 
===Knight-Sophiste===
 
'''Requires Fighting 4 and either Cunning 4 or Knowledge 4'''<br>
 
'''Requires Fighting 4 and either Cunning 4 or Knowledge 4'''<br>

Revision as of 00:03, 27 August 2021

Ancestry Benefits

Quality Prerequisites Mechanics
Heirloom None You have inherited something of great value: a legendary weapon, a title, property, or other inheritance.
Massive Endurance 5 May wield Two-handed weapons in one hand, and may ignore the Unwieldy quality of those weapons (if any).

Blood of the Bear (Imperial)

Must be selected at character creation. You show blood of the Lands of the Bear, from the old Empire. Those of those lands tended to be tall and wide-shouldered, with strong frames. They were light to olive complected, with hair in blondes and reds, and eyes in hazels, greens, and blues. They were known for their tremendous resilience and health. Increase your Health by +2. Whenever you test Endurance, add +2 to the result.

Blood of the Lion (Imperial)

Must be selected at character creation. You show blood of the Lands of the Lion, from the old Empire. Those of those lands tended to be tall and slender, with long legs and athletic frames. They were brown to black complected, with wavy to curly hair in browns and blacks, and eyes in brown, hazel, and gold. They were known as consummate horsemen and far-travelers. Whenever you test Animal Handling, add +2 to the result. Additionally, any mount you use with a Mounted Attack is considered to be trained for war. Finally, you may take the Polyglot Benefit without meeting the prerequisite.

Blood of the Eagle (Imperial)

Must be selected at character creation. You show blood of the Lands of the Eagle, from the old Empire. Those of those lands tended to be slender and slight, with quick, dextrous hands. They were olive and tawny complected, with very straight hair in blacks and greys (even in the young), and eyes of black, blue, or silver. They were known for their excellent senses, and comfort in heights. Whenever you test Awareness, add +2 to the result. When testing either Agility (Balance) or Athletics (Climb), you may re-roll a number of 1s equal to your Awareness.

Blood of the Wolf (Imperial)

Must be selected at character creation. You show blood of the Lands of the Wolf, from the old Empire. Those of those lands tended to be of average build and height. They were pale to olive complected, with coarse hair in reds and browns that never grew very long, and eyes in amber, gold, and greens. They were known for their battle acumen and "pack" tactics. Increase your Combat Defense by +2. When testing Warfare (Tactics), you may re-roll a number of 1s equal to your Cunning rank.

Blood of the Habersi

Must be selected at character creation. You are of the Habersi trading-folk, master sailors and renowned merchants. The lithe Habersi have olive to bronze complexions, with very straight black hair, and eyes of pale greens, blues, and greys. Add +2 to all attempts to Bargain or Charm during an Intrigue. When aboard a ship and testing Agility, Awareness, or Warfare, you may re-roll a number of 1s equal to your Will rank. Finally, your Status is not dependent on membership in a noble house, but is based on your reputation among your own people. If you become the retainer of a noble house, you may use either your own Status or that the House grants you, whichever is better.

Blood of the Wealdfolk

Must be selected at character creation. You are of the wealdfolk, the native peoples who live in the great forest known as the Wildweald. They are a short, thinner folk whose skin tones range from the pale of pine wood to the deep browns of oak bark, with eyes that are black or brown, and thick hair in various red and brown tones. Increase your Combat Defense by +2. Each time you test Animal Handling, Athletics or Stealth while in a wild terrain, you may re-roll a number of 1s equal to your Cunning rank. Characters with a higher Status can never automatically compel you and must always engage you in an intrigue.

Blood of the Wrightfolk

Must be selected at character creation. You are of the wrightfolk, the native peoples of the hills and lowlands who are known for their skilled handicraft works. They are a short, stocky folk whose skin tones range from a light to very dark brown, with brown or black eyes, and thick hair in brown and black tones. Add your Athletics to your Endurance when attacked by an environmental hazard. If you take the Trader Benefit, you learn two crafts or trades rather than the usual one; additionally, when testing Cunning for the Trader Benefit or Persuasion (Bargain) for business purposes, you may re-roll a number of 1s equal to your Will rank. Characters with a higher Status can never automatically compel you and must always engage you in an intrigue.

Heroic Destiny

Must be selected at character creation. You are destined for greatness in some way. Choose one Ability other than Status. You may spend Experience to increase this Ability one point higher than the limits imposed by Age.

Ability Benefits

Quality Prerequisites Mechanics
Artist None Choose one art form; may spend five days performing art and earn 10 silver, plus 1 silver per degree on a Cunning (Dif 9) test. Gain +1D to Persuasion against people aware of and impressed by your work. May be chosen multiple times.
Averting Adept Will 4 May use the Averting Action as a Lesser Action, re-rolling 1s on the Will test.
Beastfriend None Gain +1D on Animal Handling tests using Charm or Train specialties.
Connections Streetwise 1B Choose one region in which you have spies and informants. Gain +1D to all Knowledge tests made while in that region or about that region. May be chosen multiple times.
Dextrous None Re-roll 1s on Agility tests equal to the bonus dice in the specialty that relates to the test (min 1 die).
Eidetic Memory Cunning 2 (Memory 1B) When testing Cunning (Memory), add Memory bonus dice as test dice.
Evaluation Knowledge 3 Spend one minute and a Cunning (Dif 9) test to determine the value of an item; each additional degree reveals a piece of trivia about it.
Expertise None Choose one Specialty in which you have bonus dice. You gain +1D to all tests related to that Specialty. May be chosen multiple times.
Face in the Crowd Stealth 3 (Blend In 1B) Add a bonus equal to your Cunning to all Stealth (Blend In) tests, which are also Free Actions for you.
Furtive Stealth 4 (Sneak 1B) Re-roll all 1s on your Stealth tests. When making a Stealth (Sneak) test, add a bonus equal to your Agility to the result.
Gifted Athlete Athletics 4 Choose one Athletics specialty; when using that Specialty, treat half your bonus dice (min 1) as test dice. May be chosen multiple times.
Gifted Ritualist Knowledge of at least one Ritual Working Choose one of the three steps of Ritual (Aligning, Invoking, Unleashing); gain a +1D when performing that step. May be chosen multiple times.
Gifted Spellcaster Knowledge of at least one Spell Working Re-roll all 1s on Spellcasting Action tests, and add a bonus equal to your Will to the result.
Gifted Teacher Knowledge 4, Persuasion 3. Gain use of the Instruction action for Persuasion (Sword Chronicle Core p53)
Great Hunter Survival 4 When making Fighting or Marksmanship tests to attack an animal, add a bonus equal to Survival to test results. May treat one bonus die as a test die when making Survival (Hunt) tests.
Guttersnipe None Re-roll a number of 1s on a Thievery test equal to the number of bonus dice in the specialty that best applies to that test (min 1).
Hardy Endurance 3 (Stamina 1B) When testing Endurance to remove Injuries or Wounds, you may ignore one -1 or one -1D on your test.
Head for Numbers Status 3 (Stewardship 1B) Add bonus equal to Cunning on Status test results for rolling House Fortunes. When a House Fortune roll results in an increase of the Wealth Resource, gain one additional point of Wealth.
Keen Senses Awareness 4 Re-roll a number of 1s equal to bonus dice on Awareness (Notice) tests. Increase passive Awareness by a number equal to Cunning.
Knowledge Focus Knowledge 4 Choose one area of expertise: alchemy, architecture, astronomy, geography, heraldry, history and legends, magic, nature, religion, or the underworld. Any bonus dice used in a test involving this area of expertise are treated as test dice. May select multiple times.
Magic Resistance Must possess no Sorcerous Qualities Always protected by the effects of a Standard Ward (x); if protected by another ward, increase the rating of that ward by one step. Add a bonus equal to Endurance to all Averting action results. May never invest in Sorcerous Qualities.
Master Trainer Animal Handling 3 (Training 2B) Gain 2 rolls per week to teach Tricks, or one roll per week to teach a Role.
Miracle Worker Healing 4 Add a bonus to all Healing results equal to Education bonus dice. When you successfully use Healing (Diagnose) on a patient, gain an additional +2B plus +1B for each degree of success on next Healing test to treat patient. You may convert two bonus dice to one test die in this test.
Performer Persuasion 3 Perform with a Persuasion test; usually Dif 9, but may be higher or lower. Gain 1d6 silver plus 1 silver per additional degree of success. A Critical Failure offends the audience and tarnishes your name; until you succeed at another performance test, you take a -5 penalty to all Persuasion test results.
Polyglot Cunning 4 (Decipher 1B) May read any language in which you have at least 1 rank. May make a Cunning (Dif 12) test when exposed to an unfamiliar language to gain 1 rank in that language for the scene. For every two additional degrees, gain an extra rank.
Sinister None During the first round of every combat or intrigue, gain a +2 bonus to Combat Defense and Intrigue Defense.
Talented None Choose an Ability; add +1 to all test results with this Ability. May be chosen multiple times.
Terrain Specialist Survival 4 Choose one terrain type: desert, forest, hills, marshes, mountains, plains, coasts. Add a bonus equal to Education Specialty to all Survival tests made while in that terrain. You never take a movement penalty when moving in this terrain. May be chosen multiple times.
Trade None Spend five days and an investment of at least 2 silver, and make a Cunning (Dif 9) test. Success grants you 6 x initial investment, with each additional degree increasing multiplier by 1. Lose investment on a Critical Failure, and receive a -1D to your next Trade test. You can make items related to your trade, effectively allowing you to purchase them for half list price.
Way with Beasts Beastfriend Benefit Re-roll all 1s on Animal Handling tests. Animals you train are considered to have one additional point of Cunning for the purpose of teaching them Tricks.

Fate Benefits

Quality Prerequisites Mechanics
Animal Cohort Animal Handling 3 (Train 1B) Choose an animal: dog, eagle, horse, catamount, raven, or wolf. As long as your animal cohort is adjacent to you or your opponent, you gain a +1D to Fighting tests.
Cadre Persuasion 5 or Warfare 4 (Command 2B) You gain a veteran squad of ten soldiers, all of whom are either guards or a unit type your House have invested Power in. In skirmishes, the cadre automatically reorganized and rallies at the start of each of your turns until destroyed.
Cohort Status 3 You gain a full Primary Narrator Character as a follower; their Status cannot exceed your own. Cohorts earn experience at half the experience you earn. Increase your Combat Defense and Intrigue Defense by 2 when they are adjacent to you.
Famous None You are famous, and when making Persuasion (Charm or Seduce) tests, convert a number of bonus dice equal to Status to test dice. Subtract Status from all Stealth tests.
Head of House None You are the lord or lady of a House; add +2 to all Status test results.
Heir None You stand to inherit a House; add +1 to all Status test results.
Landed None You have been granted lands and a title by your lord. You may spend Experience to increase your Status.
Lucky None Once per day you may re-roll a single test, taking the better of the two test results.
Night Eyes None You never suffer a penalty to tests when attempting them in areas of low light. You still suffer normal penalties in complete darkness.
Pious Will 3 (Dedication 1B) Choose a religion, philosophy, or ideal to which you are dedicated. Once per day, before making a test, you can call on your faith to gain +1D for that test.
Prophetic Alignment Sorcerer must have cast a Vision ritual Gain a number of Prophetic Destiny Points equal to the Vision ritual's Unleashing degrees, plus one. You may use these to bring about the prophecy, or to prevent it. Once all these points are burnt, regain the Destiny Point invested in the benefit.
Prophetic Dreams Will 5 When sleeping, you have oracular dreams when rolling a 6 on 1d6. If the Narrator has a portent ready, you gain that portent; otherwise, it is a premonition. (Sword Chronicle p57)
Warding Marks Sorcerer must have cast a Warding Marks ritual Gain the effects of a single ritual that grants a Warding. You are protected at the lowest possible Warding granted by that ritual, but it is permanent unless the marks are removed from your body.
Wealthy None At the start of each month, make a Cunning or Status (Dif 3) test; gain 10 imperials per degree of success to coffers.

Crownsmaid

Requires Fighting 2, Status 2
You are a young noblewoman trained as a Crownsmaid in the Bower, the informal royal academy for training those worthy handmaidens. You are taught the height of etiquette, comportment, and noble graces. You are often called upon to serve a House in a variety of ways, including as an etiquette instructor for children, as a chaperone, and above all, a boon companion for a noblewoman of high standing.

  • When engaging in an Intrigue and speaking on behalf of your lady, you may substitute her Status for your own for all aspects of that Intrigue. When using the Shield of Reputation action, you may always use your lady's Status instead of your own.
  • Additionally, when you are on-hand during an Intrigue or a Combat, you may always take a Lesser Action to grant your lady a +1D to any Intrigue or Combat action.
  • Finally, being a Crownsmaid comes with a degree of defensive training in the maidensblade, a dirk hidden among a Crownsmaid's garb. This may be treated as a knife or dagger, with a +1 Defensive rating to the weapon while you are wielding it.

Knight-Sophiste

Requires Fighting 4 and either Cunning 4 or Knowledge 4
You have been anointed a Worthy Knight of Distinction, acknowledged not simply for your skill at arms, but also for your education and artistic acumen.

  • You gain a +2 to Status tests in situations where your Distinction is known.
  • When making a Fighting Test, you may re-roll a number of 1s equal to your Cunning or Knowledge (whichever is used to fulfill the requirement for this benefit).
  • You also likely belong to a Knightly Order, one focused around a specific art form or educational focus.

Knight-Sanctified

Requires Fighting 4 and Will 4
You have been anointed a Holy Knight of Distinction, acknowledged not simply for your skill at arms, but also for your dedication to and reverence for the unctæ.

  • You gain a +2 to Status tests in situations where your Distinction is known.
  • When making a Fighting Test, you may re-roll a number of 1s equal to your Will.
  • You also likely belong to a Knightly Order, one dedicated to a specific one of the unctæ.

Knight-Cavalier

x

Knight-Sorcerous

x

Martial Benefits

  • Accurate
  • Acrobatic Defense
  • Armor Mastery
  • Axe Fighter (I, II, III)
  • Berserker
  • Bludgeon Fighter (I, II, III)
  • Brawler (I, II, III)
  • Danger Sense
  • Deadly Shot
  • Deft Hands
  • Double Shot
  • Duelist (I, II, III)
  • Fast
  • Fencer (I, II, III)
  • Fury
  • Hail of Steel
  • Improved Armor Mastery
  • Improved Weapon Mastery
  • Inspiring
  • Long Blade Fighter (I, II, III)
  • Natural Leader
  • Pole-Arm Fighter (I, II, III)
  • Shield Mastery
  • Short Blade Fighter (I, II, III)
  • Spear Fighter (I, II, III)
  • Tough
  • Tourney Knight
  • Triple Shot
  • War Mage (I, II, III)
  • Weapon Mastery
  • Weapon Savant

Social Benefits

  • Adept Negotiator
  • Attractive
  • Authority
  • Cautious Diplomat
  • Charismatic
  • Compelling
  • Courteous
  • Dutiful
  • Eloquent
  • Favored
  • Magnetic
  • Respected
  • Stubborn
  • Treacherous
  • Worldly

Sorcerous Benefits

  • Natural Sorcerer
  • Sorcerous Initiation
  • Sorcerous Proclivity
  • Sorcerous Works


Quality Prerequisites Mechanics
x x x
x x x