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backgrounds [2015/02/26 20:32]
jamesg
backgrounds [2017/08/02 09:03] (current)
toml Joe! Divinely Favoured comes with Soul Pact if you want it (page was missed from MASS PUBLISH)
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 == Connections == == Connections ==
 You may take this skill in one of two ways: You may take this skill in one of two ways:
-  - The character has connections and influence among Acryn’s nobility.+  - The character has connections and influence among Acryn’s nobility. You will have influence among all noble house, but should also pick the house where your influence is greatest.
   - The character has connections and influence among two specific groups. Choose two groups from the factions list (other than the wayfinder'​s guild and council). The Character has connections and influence with these groups. Examples would include: Engineers guild, Circle of the Broken Wing, House Terrec, College of the Stars, etc.   - The character has connections and influence among two specific groups. Choose two groups from the factions list (other than the wayfinder'​s guild and council). The Character has connections and influence with these groups. Examples would include: Engineers guild, Circle of the Broken Wing, House Terrec, College of the Stars, etc.
  
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 You may take this skill in one of three ways (you may not take a connection with the same group twice): You may take this skill in one of three ways (you may not take a connection with the same group twice):
   - The character has connections and influence among Acryn’s council.   - The character has connections and influence among Acryn’s council.
-  - The character has connections and influence among Acryn’s nobility. +  - The character has connections and influence among Acryn’s nobility. You will have influence among all noble house, but should also pick the house where your influence is greatest
-  - The character has connections and influence among two specific groups. Choose two groups from the factions list (other than the wayfinder'​s guild and council). The Character has connections and influence with these groups. Examples would include: Engineers guild, Circle of the Broken Wing, House Terrec, College of the Stars, etc.+  - The character has connections and influence among two specific groups. Choose two groups from the factions list (other than groups covered by the two options above). The Character has connections and influence with these groups. Examples would include: Engineers guild, Circle of the Broken Wing, College of the Stars, etc
 + 
 +==== Organisational Ties ==== 
 + 
 +Choose an organisation. ​ You may take this background multiple times for different organisations. 
 +=== Level 1 - Affiliation === 
 +You have an affiliation with a group or organisation. You might be a paying member, an employee, a relation, or similar. Other members of the organisation will tend to react well to you. In addition, you gain ONE of the following benefits (decide when buying this skill) that represents your exact relationship with the organisation (chosen at purchase):​ 
 +  * Loaned up to 2 pieces of standard equipment per adventure 
 +  * Organisation will investigate a question and provide an answer for you (assuming it is something they can reasonably answer and would trust you with) 
 +  * Provide you with a small wage (9 Riel per adventure) 
 + 
 +=== Level 2 - Reputed === 
 +You are a notable member of your affiliated organisation. Most members will react well to you, and very low ranking members may even take orders from you. In addition, you gain one of the benefits from Affiliation. You can choose to take the same benefit you already have, and in which case you get either a second question, 18r per adventure, 4 standard items or 2 standard items and a superior item. 
 + 
 +=== Level 3 - Backing === 
 +You are very well known and respected in your organisation. This might be because you are a senior member, because you are one of their best fighters, or even just because you have a reputation as making problems go away. Most members will know your name and respect you. Most members who are not reasonably senior in their own right will either take orders from you or at least respect and consider any opinions you may have. You may choose one of the following additional benefits relating to you relationship with the organisation (chosen at purchase):​ 
 +  * Once per an adventure you may use the power of your organisation to resolve an issue (that is appropriate to them). This may be making some legal problems go away, staging some sort of distraction,​ arranging a meeting with someone important, or anything else appropriate to your organisation. 
 +  * A payment of 9r per adventure (will stack with anything from Affiliation and Reputed) 
 +  * Loan of a Superior item or use of up to 18r worth of provisions (e.g., alchemy) which may be used in defence of your organisations interests but otherwise returned. 
 + 
 +==== Knowledgeable ==== 
 +=== Level 1 - Well Travelled === 
 +The character has travelled widely, and can be assured of finding a local contact in any decently sized settlement they come to. 
 + 
 +=== Level 2 - Journeyman Knowledge === 
 +The character has a wide breadth of knowledge on certain subjects. Choose a relatively broad subject. Your character is well informed on the ins and outs of it. 
 + 
 +=== Level 3 - Journeyman Knowledge === 
 +The character has a wide breadth of knowledge on certain subjects. Choose a relatively broad subject. Your character is well informed on the ins and outs of it.
  
 ==== Very Tough ==== ==== Very Tough ====
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 === Level 1 === === Level 1 ===
 == Crafter == == Crafter ==
-The character can carry out field repairs to standard quality armour of all classes, and can fix shattered standard equipment with access to a smithy.+The character can carry out field repairs to standard quality armour of all classes, and can fix shattered standard equipment with access to a smithy. You may call RENEW ZERO with 10 seconds work on an inorganic creature which is dying.
  
 === Level 2 === === Level 2 ===
 == Crafter == == Crafter ==
-As Crafter one, but the character can repair superior equipment, and gains the ability to field repair standard weaponry and shields. In addition, the character can craft a single standard item between each adventure.+As Crafter one, but the character can repair superior equipment, and gains the ability to field repair standard weaponry and shields.  With 10 seconds work on an inorganic creature on 0 hits, you may call RENEW 4 (or restore an inorganic creature UP TO 4 hits outside combat). In addition, the character can craft a single standard item between each adventure.
  
 == Builder == == Builder ==
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 === Level 3 === === Level 3 ===
 == Surgery == == Surgery ==
-Pre-req: ​Patch Up or Medical Knowledge (Doctor Background)\\ +Pre-req: Medical Knowledge (Doctor Background) ​or Patch Up\\ 
-You may, with 1 minute ​of roleplay, fully restore a character’s HP. They will be Weakened until the end of the FOLLOWING encounter.+You may, with 30 seconds ​of medical ​roleplay, fully restore a character’s HP. You may use this ability once without weakening ​the patient.
 ==== Doctor ==== ==== Doctor ====
 === Level 1 === === Level 1 ===
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 You know how to mix a second Class D potion. You know how to mix a second Class D potion.
  
-== Mix Alchemical Paste == +==Advanced Mixing==
-You may mix some potions in such a way that they can be delivered on a blade or by touch (potions will specify if they can be used this way)+
  
 ++3 additional potion slots for mixing between adventures
 === Level 3 === === Level 3 ===
 == Mix Class C Potion == == Mix Class C Potion ==
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 ==== Weaponry ==== ==== Weaponry ====
-Choose a weapon that you have specialised in.+Choose a weapon that you have specialised in.  You may take this background multiple times for different weapons.
  
 === Level 1 === === Level 1 ===
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 === Level 2 === === Level 2 ===
 == Weapon Talent 1 == == Weapon Talent 1 ==
-  * Great Weapon:You may strike for DOUBLE with a great weapon. You may combine this with effect calls. +  * Great Weapon:You may strike for DOUBLE with a great weapon. You may combine this with effect calls. You also gain 1 WOUND 10 per encounter
-  * Axe: You gain 1 REND and 1 WEAKEN call per encounter, as well as 2 SHATTER calls per adventure+  * Axe: You gain 1 REND and 1 WEAKEN call per encounter. 
-  * Spear/​Staff:​ You gain 1 STRIKEDOWN and 1 WEAKEN call per encounter, as well as 1 SHATTER call per adventure+  * Spear/​Staff:​ You gain 1 STRIKEDOWN and 1 WEAKEN call per encounter. 
-  * Mace/​Hammer:​ You gain 2 STRIKEDOWN call per encounter ​and 1 WOUND 30 call per adventure+  * Mace/​Hammer:​ You gain 2 STRIKEDOWN call per encounter. 
-  * Rapier: You gain 2 calls per encounter of DISARM or WEAKEN, as well as 1 Blind 5 call per adventure+  * Rapier: You gain 2 calls per encounter of DISARM or WEAKEN. 
-  * Sword: You gain 1 WOUND and 1 STRIKEDOWN per encounter, as well as 1 SHATTER call per adventure+  * Sword: You gain 1 WOUND 10 and 1 STRIKEDOWN per encounter. 
-  * Flail: You gain 1 DISARM and 1 WOUND per encounter, as well as 1 WOUND 30 call per adventure+  * Flail: You gain 1 DISARM and 1 WOUND 10 per encounter. 
-  * Bastard (Weapon): You may strike for DOUBLE with a bastard weapon. You may combine this with effect calls.+  * Bastard (Weapon): You may strike for DOUBLE with a bastard weapon. You may combine this with effect calls. You also gain 1 WOUND 10 per encounter while wielding the weapon in two hands.
  
 == Weapon Finesse == == Weapon Finesse ==
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 === Level 1 === === Level 1 ===
 == Heavy Armour Use == == Heavy Armour Use ==
-You may wear Heavy Armour. This gives the user 6 extra hits. While wearing Heavy Armour, all dodges you would usually have become RESIST calls to STRIKEDOWN ​or REND instead. ​Additionally you may repair a suit of Heavy armour ​up to half its total hits.+You may wear Heavy Armour. This gives the user 6 extra hits. While wearing Heavy Armour, all dodges you would usually have become RESIST calls to STRIKEDOWNREND, or WOUND instead. ​You may repair a suit of Heavy armour ​with half an hours work. You may call RENEW ZERO with 10 seconds work on an inorganic creature which is dying.
  
 === Level 2 === === Level 2 ===
 == Heavy Armour Training == == Heavy Armour Training ==
-Heavy armour is worth an additional +hits.+Heavy armour is worth an additional +hits.
  
 === Level 3 === === Level 3 ===
-== Heavy Armour ​Repair ​== +== Heavy Armour ​Training ​== 
-You can fully repair a suit of Heavy Armour. If you could already fully repair Heavy Armour, you instead gain +3 armour ​hits while using it.+Heavy armour is worth an additional ​+3 hits.
  
 ==== Medium Armour ==== ==== Medium Armour ====
 === Level 1 === === Level 1 ===
 == Medium Armour Use == == Medium Armour Use ==
-You may wear Medium Armour. This gives the user 4 extra hits. Additionally you may repair a suit of Medium ​Armour up to half its total hits.+You may wear Medium Armour. This gives the user 4 extra hits. You may repair a suit of Medium ​armour with half an hours work. You may call RENEW ZERO with 10 seconds work on an inorganic creature which is dying.
  
 === Level 2 === === Level 2 ===
-== Medium Armour ​Repair ​== +== Medium Armour ​Training ​== 
-You may fully repair a suit of medium armour. If you already had the ability to fully repair medium armour, you instead ​gain +2 armour ​hits while wearing ​it+You gain an additional ​+2 hits while wearing ​Medium Armour.
  
 === Level 3 === === Level 3 ===
 == Medium Armour Training == == Medium Armour Training ==
 You gain an additional +2 hits while wearing Medium Armour. You gain an additional +2 hits while wearing Medium Armour.
 +
 ==== Medium Shield Use ==== ==== Medium Shield Use ====
 ===Level 1=== ===Level 1===
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 === Level 3 === === Level 3 ===
 +
 +== Bow Experience ==
 For one encounter per an adventure you gain the following effect relating to either your primary rite or knack. For one encounter per an adventure you gain the following effect relating to either your primary rite or knack.
   * Fracturing: Once every 20 seconds you may teleport to the location of one of the arrows you have fired in this encounter. Call DISAPPEARING and APPEARING. If you are in between arrows for more than 10 seconds you will not be able to return to the encounter.   * Fracturing: Once every 20 seconds you may teleport to the location of one of the arrows you have fired in this encounter. Call DISAPPEARING and APPEARING. If you are in between arrows for more than 10 seconds you will not be able to return to the encounter.
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 === Level 2 === === Level 2 ===
 == Backstab == == Backstab ==
-You are exquisitely skilled at striking deadly blows on unprepared targets. If you strike a blow on someone from behind with a dagger without them noticing you before the blow struck, you may call BACKSTAB ​QUAD THROUGH.+You are exquisitely skilled at striking deadly blows on unprepared targets. If you strike a blow on someone from behind with a dagger without them noticing you before the blow struck, you may call BACKSTAB ​20.
  
 == Flanking == == Flanking ==
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 === Level 3 === === Level 3 ===
-== Hamstring ​==+== Improved Backstab ​==
 Pre-Req: Backstab Pre-Req: Backstab
-You are skilled at disabling foes with a backstab. ​You may choose to call BACKSTAB QUAD REND when using a backstab.+ 
 +You may now use your backstab ​calls with any bladed weapon.
  
 ==== Thief ==== ==== Thief ====
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 == Twin Defensive Swiftness == == Twin Defensive Swiftness ==
 Gain an additional dodge while wielding in each hand a weapon that you are skilled in using. Gain an additional dodge while wielding in each hand a weapon that you are skilled in using.
- 
-==== Resilience ==== 
-=== Level 1 === 
-== Resilience == 
-You can drink 2 additional potions a day with no danger of developing an addiction. 
- 
-=== Level 2 === 
-== Resilience == 
-You can drink 3 additional potions a day with no danger of developing an addiction. 
- 
-=== Level 3 === 
-== Heightened Resilience == 
-You can drink 3 additional potions a day with no danger of developing an addiction. Additionally you are extremely resistant to disease, even if you do develop an illness it is unlikely to be as serious as it would be in anyone else. 
  
 ===== Special Backgrounds ===== ===== Special Backgrounds =====
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 ==== Dabbler Mage ==== ==== Dabbler Mage ====
-You have some magical talent, but not enough to truely be considered a mage. Either you are a dabble who has never invested the time and effort to truely learn, or you were simply not talented enough to pick up the skills and abilities required to master the art. You may use mana crystals as usual. A true mage who takes this background will instead gain free level 1 spell from their primary rite. A dabbler mage gains a pool of protomana casts they can use per adventure before any further casting attempt will cause a burnout. ​+You have some magical talent, but not enough to truely be considered a mage. Either you are a dabble who has never invested the time and effort to truely learn, or you were simply not talented enough to pick up the skills and abilities required to master the art. You may use mana crystals as usual. A true mage who takes this background will instead gain free level 1 spells ​from their primary rite. A dabbler mage gains a pool of protomana casts they can use per adventure before any further casting attempt will cause a burnout. ​
  
 === Level 1 === === Level 1 ===
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 ==== Divinely Favoured ==== ==== Divinely Favoured ====
-You are a lay-worshipper of one of the gods of Acryn. For some reason you have found your words have power, and that by chanting and praying to your god you can bring about minor miracles. People with this background are often travelling preachers, missionaries,​ or those lay-worshippers who devote the bulk of their lives to aiding the churches. You must choose a single god that favours you. At character gen, a Priest ​may take this background ​for a free level 1 miracle. Priests **may** pick this background up in play, with suitable IC justification. A priest with the Divinely Favoured background will realise that using the abilities given to them by another god while they have the gaze of the gods upon them will end badly, almost certainly losing them their gods favour and becoming an [[:​epic_trees#​excommunicant|excommunicant]].+ 
 +You are a lay-worshipper of one of the gods of Acryn. For some reason you have found your words have power, and that by chanting and praying to your god you can bring about minor miracles. People with this background are often travelling preachers, missionaries,​ or those lay-worshippers who devote the bulk of their lives to aiding the churches. You must choose a single god that favours you.  You may take this background multiple times for different gods. 
 + 
 +At character gen, a Priest ​taking ​this background ​instead gains 2 free level 1 miracles. Priests **may** pick this background up in play, with suitable IC justification. A priest with the Divinely Favoured background will realise that using the abilities given to them by another god while they have the gaze of the gods upon them will end badly, almost certainly losing them their gods favour and becoming an [[:​epic_trees#​excommunicant|excommunicant]]
 + 
 +== Soul Pact (Free) == 
 + 
 +As of [[resources:​adventure:​Oblitus Mundi]], all priests and those with Divine Favour need to be blessed by either their god or a priest who has been blessed by their god in order to bind their soul to that source of power. ​ This is a free feature of being a Priest or having a Divine Favour and metaphysically ties your soul to another being. ​ You should note who has blessed you with this pact.  Without this pact, you will be unable to use miracles of your god. 
 + 
 +If you acquire multiple Soul Pacts for some reason, please note this to the LARPO who will provide you with additional effects.
 === Level 1 === === Level 1 ===
  
backgrounds.1424982749.txt.gz · Last modified: 2015/05/14 21:09 (external edit)