User:Justyn/RPG Stuff

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(Created page with '==Merits== ===Archery=== '''Cost''':2-pt<br> '''Availability''': Dexterity 3+, Archery 1+<br> Whether by popping or through training, you are able to use a bow or crossbow wi...')
 
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'''Availability''': Intelligence 3+, Occult 1+<br>
'''Availability''': Intelligence 3+, Occult 1+<br>
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You were popped as a Caster, not designated to be popped as such, your original Ruler intended to pop a Warlord, and got a magic-user instead. You are capable of leading stacks as a Warlord does, but you do not confer a Leadership bonus to the troops who are more likely to be guarding you than actually under your command. This Merit allows access to the Magical Disciplines and one dot to place in any single Discipline; this Discipline becomes your Favored Discipline. This Merit gives you a pool of juice that can be used to fuel your spells, the pool is equal to (Level*5 + {Dots in all Magical Diciplines x 3} + Willpower). Your upkeep is now 25 times what it otherwise would have been. In addition, you gain Occult as a Class skill, if you previously favored Occult, you may choose a new skill to favor in its place. This merit cannot be taken by any character with the the Leadership and/or Nobility merits; this merit can only be taken at character creation.
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You were popped as a Caster, not designated to be popped as such, your original Ruler intended to pop a Warlord, and got a magic-user instead. You are capable of leading stacks as a Warlord does, but you do not confer a Leadership bonus to the troops who are more likely to be guarding you than actually under your command. This Merit allows access to the Magical Disciplines and one dot to place in any single Discipline; this Discipline becomes your Favored Discipline. This Merit gives you a pool of juice that can be used to fuel your spells, the pool is equal to (Level*5 + {Dots in all Magical Diciplines x 3} + Willpower). Your upkeep is now 10 times what it otherwise would have been. In addition, you gain Occult as a Class skill, if you previously favored Occult, you may choose a new skill to favor in its place. This merit cannot be taken by any character with the the Leadership and/or Nobility merits; this merit can only be taken at character creation.
   
   
===[[Leadership]]===
===[[Leadership]]===

Latest revision as of 10:34, 7 July 2010

Contents

[edit] Merits

[edit] Archery

Cost:2-pt
Availability: Dexterity 3+, Archery 1+
Whether by popping or through training, you are able to use a bow or crossbow with at least a passable level of skill. You have Archery as a Class skill, if you previously favored Archery, you make choose a new Favored Skill to replace it. You gain a +1 bonus to all Archery-based attacks. This Merit adds (Level) to your upkeep.

[edit] Caster

Cost: 4-pts
Availability: Intelligence 3+, Occult 1+

You were popped as a Caster, not designated to be popped as such, your original Ruler intended to pop a Warlord, and got a magic-user instead. You are capable of leading stacks as a Warlord does, but you do not confer a Leadership bonus to the troops who are more likely to be guarding you than actually under your command. This Merit allows access to the Magical Disciplines and one dot to place in any single Discipline; this Discipline becomes your Favored Discipline. This Merit gives you a pool of juice that can be used to fuel your spells, the pool is equal to (Level*5 + {Dots in all Magical Diciplines x 3} + Willpower). Your upkeep is now 10 times what it otherwise would have been. In addition, you gain Occult as a Class skill, if you previously favored Occult, you may choose a new skill to favor in its place. This merit cannot be taken by any character with the the Leadership and/or Nobility merits; this merit can only be taken at character creation.

[edit] Leadership

Cost: 3-pts
Availability: Intelligence 2+, War 1+

You were popped as a warlord, or otherwise promoted to that station in the past. You are able to lead troops into battle, and selectively engage enemies, in addition to this, all other units in your stack, including lower leveled warlords if any are present, gain a bonus equal to your Level to all attacks, and when calculating physical DVs; only the highest leveled Warlord in the stack gives this bonus to her troops and Leadership bonuses from multiple sources do no stack. This merit increases your Upkeep by 10 times what it otherwise would have been. You gain War as a Class skill, if you previously Favored War, you may choose a new Favored skill in its place. This merit and the Caster merit cannot be taken by the same character, being a Caster precludes one from becoming a warlord and vice versa.

[edit] Nobility

Cost: 4-pts or 6-pts
Availability: Requires the Leadership Merit

You were popped as a Warlord by a Royal Side, giving you a title, and the ability to level slightly faster.

For four points, you are a Noble, popped in one of the outlying cities of a Royal Side; you receive a +1 bonus to all social attacks made to those of inferior position than you, and a +1 bonus to all mental defences when those of inferior social position make a social attack against you; however, these bonuses become penalties if you make a social attack, or are the target of a social attack from someone of a higher position than you; however, this only works on those who recognise your authority, even if only unconciously: those who do not recognise the authority given to Nobles and Royals, such as those who belive in Toolism any many popped as Barbarians, are not subject to the bonus from the merit. You need only pay 9*(Current Level) experience points per Level to increase your Level.

For Six points, you are a Royal, popped in the Capital as the son or daughter to a King or Queen, and weither as Heir or not, you are Royalty. You receive a +2 bonus to all social attacks made to those of inferior position than you, and a +2 bonus to all mental defences when a unit of inferior position makes a social attack against you; however, these bonuses becomes a penalties if you make a social attack, or are the target of a social attack from someone of a superior position; however, this bonus is only gained on those who recognise your authority, even if only unconciously: those who do not recognise the authority given to Nobles and Royals, such as those who belive in Toolism and many popped as Barbarians, are not subject to the bonus from the merit. You need only pay 8*(Current Level) experience points per Level to increase your Level.

Having this merit precludes the character from having the Caster Merit, one cannot be both a Prince and a Caster. This Merit can only be taken at character creation.

[edit] Backgrounds

[edit] Backing

Your character is has some pull within the side you belong to. The higher your character’s Backing, the higher her rank in your side. However, if your character has high Backing, she is likely to be responsible for decisions involving great numbers of people and resources. And if she neglects her duties, she can expect demotion—or worse.

X: You are a Henchmen, or any other low ranking and low leveled unit in your Side, or, you are a Barbarian with no side to call your own. You have done absolutely nothing to distinguish yourself from the faceless masses in your Ruler's eyes, why?

●: You are a medium to high leveled infantry, or a low leveled knight or Warlord, your Ruler has likely read your name on a after-action report and you are likely to have met your Chief Warlord on more than one occasion. If you are a Warlord, you are unlikely to be placed in command of a large number of forces, and are most likely to be placed as an adjutant to a more senior Warlord.

●●: You are a one of your Side's highest leveled Infantry or Knights, or a Warlord who has proven yourself in your Ruler's and Chief Warlord's eyes; your Ruler might trust you with the administration of one of your side's cities. If deployed, you are likely to have been given an adjutant warlord of lower level to assist you.

●●●: You are one of the highest leveled Warlords your Side has at it's disposal, you are likely to have personally lead great conquests in your Ruler's name, or have defended cities from enemy attacks numorous times. Your Ruler knows you by name, your Chief Warlord trusts your judgement, and you have likely served at her side on more than one occasion. If you administer a city, it is your side's Capital. If deployed, you will most definately be assigned multiple adjutants, and be given top units and heavies to lead.

●●●●: You are one of the Warlords who could replace your Side's Chief Warlord should they fall, if you are not your Side's Chief Warlord already; you are decorated through hundreds or even thousands of turns of service to Ruler and Side, and your Loyalty and Duty are unquestionable. Should you be sent out to battle or if you choose to go to battle, you will surely be given any asset your side has to offer, even Casters should the situation be important enough.

●●●●●: You are your Side's Ruler, there is nothing more to it: you are in total and complete control of every single asset your Side can possibly bring to bare, and none can gainsay your will.

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