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Post by Sveja on Mar 1, 2020 18:45:10 GMT -5
Hi Everyone, I originally pondered this character concept last summer when the Mystic Paths book came out. The reasons are several fold: greater understanding of the ED system, greater understanding of the party we have, and the fact that the Shaman turned out to actually be an interesting caster class rather than a ramshackle and uninspiring hodgepodge of embellishment that it was in 3E, sort of stabbing at the concept of a nature-themed caster without hitting its mark. The 4E Shaman is a vastly better version, one with its own character, flavor and niche. Additionally the sword-and-sorcerer setting of post-Scourge Cataclysm inspires me to play a barbarian in the cast of Conan and Red Sonja. Blood soaked and passionate (if heroic), its not often you get to play in that setting and this is such an opportunity! (At least if we ever make it out of the Kaer). Here is a short list of highlight points of why I prefer the Ork over Brux (tentatively named Sveja). - Simpler mechanically, thematically, and build-wise. Its not necessary to conduct a bunch of research in order to enable abilities.
- Her character theme is unique in the party: passion, the natural world, and anger are not themes of any current characters. (Rather than Mes and Brux both being Scholars)
- Ehren is free to have Mes be as much a Nethermancer as he wants. Nethermancer and Wizard fit well together, and Mes is a natural "good" Nethermancer.
- Sveja is a more natural hero, than Brux's likely reluctant anti-herosim, especially if it distracts from his obessive hunt.
- We gain coverage of all magical schools, since they added a new one since we first designed the party!
- TANK. This party is desperately short on Hit Points, and the ability to stay upright. Combined with being Blood-Magic and Strain based all around. Adding a character with high toughness, and eventually healing, will be immensely helpful in terms of party durability!
- Can actually use strain pretty freely, without being constrained by very low health pool and no way to heal. I really worry about Brux's ability to do much for long given the strain based nature of Archer and Horror Stalker both.
- Support - I like buffing others, and Shaman is excellent for that. Rather than trying to build everything up to focus on building an incredibly good and damaging shot, I can be in the melee mix with everyone else and buffing and taking damage.
I still get to hunt Horrors, and deal with spirits. No matter what I do I'm not going to get to be one of the "brothers", so I am no longer convinced that having another Elf is strictly necessary. I also like being able to get us in trouble with being boisterous and passionate rather than gloomy, forboding, and creepy. Its just more fun in a group RP environment. On to the show then, here is the basic Character Built out at 24000LP Ork - Beast Master 4 / Shaman 4 Attributes | Value | Step (Dice) | Notes | Dexterity: | 13 13 | Step 6 (1d10) | | Strength: | 16 16 | Step 7 (1d12) | | Toughness: | 17 17 | Step 7 (1d12) | | Perception: | 14 14 | Step 6 (1d10) | | Willpower: | 13 13 | Step 6 (1d10) | | Charisma: | 13 13 | Step 6 (1d10) | |
Defenses | Physical Defense: | 8 ( 9)--11 | +1 Beastmaster; +2 Shield | Mystic Defense: | 8 ( 9) | +1 Shaman; | Social Defense: | 8 ( 9) | +1 Beastmaster | Physical Armor: | 0 -------7 | +7 Hide (+3) | Mystic Armor: | 2 -------4 | +2 Hide (+3) |
Other Traits | Initiative | 6(d10)--6(d10)--7(d10) | -1 Hide, +2 Str, -1 Shield | Movement Rate | 12 Yards | +Sprint 2 | Karma Modifier | 5 (x Circle) | | Carrying Capacity | 175 lbs | | Unconsciousness | 34 (76) | +(5 x Durability) | Death Rating | 87 | Unconsciousness + Circle + Tou. Step | Wound Threshold | 11 | Toughness 17-18 | Recovery Tests | 3 | Toughness 13-18 | Ignore Init. Penalty | 2 | Strength 10-14 | Racial Trait | Low-Light Vision | Ork | Racial Trait | Astral Sight | Dragonkin | Racial Trait | Gahad | Ork |
Karma | Max Karma | 20 | Karma Per Day | 4 | Karma Die | 1D4 |
Karma Usage | Max Karma Used | Times Per Round | Source | Circle | Talents | 1 | - | Adept | 1 | Recovery Tests | 1 | - | Beast Master | 3 | To summon or interact with spirit | 1 | 1 | Shaman | 3 |
Talents | Rank (Step) (Dice) | Strain / Action / Attribute / Source | Notes | Acrobatic Defense | 4 (10) (2d8) | 1 / Simple / Percep. / A-D03 | Higher Initiative than target; Targets Mystic, Success +2 Phys. Def, +2 on firs tattack; Use # equal to Rank. | Animal Bond: | 3 ( 9) (1d8+1d6) | 1 / Stand. / Charis. / N-D01 | Duration: rank rounds; range: 10x4 rank yards. | Animal Training: | 3 ( 9) (1d8+1d6) | 1 / .Free. / Dexter. / A-D01 | TN = Attack Test; C/n use if surprised or Blindsided by attacker/ Max (Rank) uses per round | Astral Sight: | 4 (10) (2d8) | 0 / Simple / Percep. / A-*01 | 1 result: short visibility; 3 results: medium range; with disarm traps, spot traps | Avoid Blow: | 5 (11) (1d10+1d8) | 1 / Simple / Percep. / A-Fr | Result is number of missiles used by adept that return. Range: rank x 20 Yards | Awareness: | 4 (10) (2d8) | 1 / Sustain/ .Will. / N-*02 | Targets Mystic. Converse for Rank Minutes. Number of Commands equal to successes. | Borrow Sense: | 2 ( 8) (2d6) | 0 / Stand. / .Will. / N-D01 | Targets Mystic. -2 on all tests per success. Duration: Rank rounds. Will test vs. Step each round to break. | Claw Shape: | 4 (11) (1d10+1d8) | - / Always / - - - - / A-Fr | +5 Uncon/Death Per Rank | Danger Sense: | 2 ( 8) (2d6) | - / 30 min / - - - - / Fr | Amount of karma purchasable per day? | Dominate Beast: | 4 (10) (2d8) | 1 / Simple / - - - - / A-D05 | +5 yards for missile weapon per rank / +2 yards for thrown weapon | Durability: | 6 (42 Uncon) | 0 / Stand. / Dexter. / A-D01 | For Shooting Things with Arrows. Pew Pew. | Enh. An. Comp.: | 3 ( 9) (1d8+1d6) | 1 / Simple / Percep. / A-D01 | Targets Mystic. Each success grants +2 on ranged attacks against target until end of round. | Great Leap: | 4 (11) (1d10+1d8) | 2 / Stand. / Percep. / A-D02 | Targets Mystic. Senses Direction. Range: Rank miles. | Patterncraft: | 4 (11) (1d10+1d8) | 0 / Stand. / Percep. / N-D01 | Read and write magic stuff. Identify spells. | Spell Casting | 1 ( 8) (2d6) | 1 / Stand. / .Will. / N-D04 | Targets Mystic. Range: 20 yard. Target unable to move. Requires Conc. Will test vs. Step reach round to break. | Spirit Talk: | 4 (10) (2d8) | 1 / Stand. / Percep. / N-D03 | Targets Mystic. Duration: Rank minutes. | Spell Matrix (Std): | 4 | N/A. N/Free; Death Rating 10 | | Spell Matrix (Std): | 4 | N/A. N/Free; Death Rating 10 | | Spell Matrix (Std): | 1 | N/A. N-*01; Death Rating 10 | | Stealthy Stride: | 4 (10) (2d8) | 0 / Stand. / Dexter. / N-*03 | Test determines target number to be detected. Move at half speed. | Tracking: | 2 ( 8) (2d6) | 1 / .Free. / .Will. / N-D02 | May use any time Mystic Defense is targetted, TN to resist = Ability Test. | Unarmed Combat: | 4 (10) (2d8) | 0 / Stand. / Percep. / A-*03 | Following trails left by others, or covering own tracks. | Wilderness Survival: | 4 (10) (2d8) | 2 / .Free. / - - - - / A-D03 | May use extra karma. Declare first, if still miss, may continue to add karma until a success is achieved. | Thread Weaving(BM): | 4 (10) (2d8) | 0 / Stand. / Percep. / A-D01 | Arrow Weaving | Thread Weaving(Sh): | 4 (10) (2d8) | 0 / Stand. / Percep. / N-D01 | Netherweaving | Wilderness Survival: | 4 (10) (2d8) | 0 / Sustain/ Percep. / A-*04 | Find Food. Find Water. Find Shelter. |
Additionally, as a Beast Master I'd maintain several Animal Companions. Only one intended as a primary combatant at any given time, and the others for other utility uses such as scouting around! Valuable and flexible utility. Basic Combat Setup: *Using Sword and Shield (with Melee Weapons Skill) primarily. *Using Unarmed when high burst damage is helpful or needed (may be more often than not! I don't know) *Fighting Mounted with Animal Companion when possible - otherwise with as a secondary combatant Basic Attacks are: Sword(+3) [10] for [15] Damage or [16] two handed Alt: two handed sword (+3) [10] for [18] Damage, but shield not an option. Unarmed with Claw Strike: [10] for [17] Damage Dire Wolf Pet: Bite [13] for [16] with Surprise Strike [2] (Damage step twice increased by En. An. Comp.) 12/11/11 P/M/S Defense (+1 Physical Defense by En. An .Comp) 5/3 (p/m Armor) Avoid Blow 7 44/52 (Uncon/Death) Resist Pain (2) Compared to Brux: *Lower Steps Overall, due to lower talent-useful attriutes. *Lower Damage Potential, though we haven't actually seen his damage potential yet. *Lower Defenses *Much Higher Health *Support Utility via spells *Will heal eventually: Fireblood via Fire Eater, Blood share to share damage, and possible direct healing via Purifier (long game). Basic Character Concept: Beast Spirit Attuned Ork with a desire to become warrior cavalry, but instead has been chosen by a powerful Beast Spirit (Eagle probably?!) to serve as an intermediary to help Animal life recover from the Scourge. Currently training animals for the Black Company and maybe for Orik Vael (possibly related to him, or the Ork Councilor, or another orphan) Presently motivated by Passion for fighting, and to prove herself as a warrior. Relentless and fiery - will become a Fire Eater at first opportunity. Once they are out of the Kaer, she will probably be shocked by the devestation on the surface and the damage wrought to the natural world. May turn to become a Purifier, depending upon the RP and story. Seeking to combat Horrors, and heal the damage left behind. Generally, having been raised in a Kaer, will always be Ork and Namegiver focused for a Beastmaster. (How can beasts serve Namegivers, while being themselves respected). But will always be a bit of an outsider due to attunement and care for natural world. Likely to chase different evolving "career" paths, as a long-lived Ork would given the way they follow their passions. Rather unpredictable in that regard. Some other thoughts: * While this leaves us without any good ranged combat options, this may be helpful story-telling wise as it gives Tom an option to constrain the party as a whole through certain circumstances, rather than just allowing one character to excel or be essential in that situation. * I get to play a character that gets to enjoy the core Cavalryman experience that I have wanted, without running up against the core strikes against Cavalrymen. In a situation where I can ride my Dire Wolf, I get to for all the dramatic flair that entails. And for situations where I can't, I am not at a loss for talents. I have a handful of mounted combat supported talents and skills (Manuever, Downstrike, all of the Animal Companion ones, Melee Weapons) but all of them are also valuable when not mounted. This seems to be a nice compromise. * Orks are really great in Earthdawn. The idea of an immortal Ork will be challenging I think, but doable. Her view of Ork culture and society would wind up being very different than most of her kind. The descent into slavery, and then the rise of Scorchers would likely all be painful developments. (Name Giver's of Barsaive is an excellent resource for them).
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Post by Sveja on Mar 1, 2020 22:58:06 GMT -5
Shaman Buff Spell Summary
Fate. Only one such spell may be cast on any character at a time. Pack. Shaman may spent 1 strain per target to affect bound allies. 1 blood damage per bound ally, ritual every day. [i.e. these spells are all group buffs if desired]. Binding. Only one such cast per spell - but Pack. affect counts as only one spell.
5th circle: Karma to gain benefit of extra thread woven for Increased Effect on any Binding or Spirit spell. 11th circle: Karma for extra thread on Pack. or Spirit spells. 13th circle: Additional success on all Binding or Spirit Spells. For 1 strain add Spirit keyword to any spell.
First Circle
Pack Tactics Spirit 0 Threads All allies within 4 yards of target within 10 yards. +1 Attack against target +1 Damage against target Successes: Increase Effect! Duration: Rank Rounds
Prey Senses Pack. Spirit. 1 Thread Single Target +3 Awareness +3 Danger Sense Threads to Increase Targets
Second Circle
Ferocity Pack. 0 Threads Single Target +3 Close Combat Tests +3 Unarmed Damage Threads to Increase Targets Threads to Increase Effect Rank Rounds
Hero's Feast Special Threads (Out of Combat Spell) Up to Shaman Circle Targets Make Recovery Test Each hour with +2 bonus for each target of the spell. Success: More targets Extra Threads: more Targets, more duration (allowing more recovery tests)
Mark of the Boar Binding.Pack. 0 Threads *Fury Equal to Shaman Circle *Aggressive Attack Option does not cost Strain *Aggressive Attack provides an additional +1 to close combat and damage Target MUST use aggressive attack every round Target can only move TOWARDS the enemy Target must either be engaged with an enemy or actively moving towards one. If this spell breaks prematurely, target suffers WOUND and have -4 penalty on Wound Threshold until they make a Recovery test after an hour of rest. Only One Casting at a Time Duration: Rank Rounds Successes: Extra Rounds Extra Threads: Duration, Effect (increasing Aggressive bonus)
(Fury: Wounds provide BONUS rather than penalty, until more wounds are suffered than the rank of the Fury ability)
Third Circle
Mark of the Wolf Binding.Pack. 1 Thread *Counts as two opponents for inflicting Harried *+2 Close Combat Tests per adjacent ally, or ally attacking same target. *+2 Damage per adjacent ally, or ally attacking same target. (Each ally may count only once) *If target does not move toward or actively engage an enemy in combat each round, or abandons an ally, this spell ends. IF this spell ends prematurely, the target is Harried until they rest for an hour. Only one casting at a time. Duration: Rank Rounds Successes: Extra Rounds Extra Threads: Duration, Effect (increasing bonus), Increased Area (dunno what this means!)
Fourth Circle
Ferret Reflex Pack.Spirit. 0 Threads *+3 Initiative *+3 Physical Defense Duration: Rank Rounds Successes: Extra Rounds Extra Threads: Duration, Effect, Additional Target
Mark of the Bear Binding.Pack. 1 Thread *+2 to close combat tests *2 to Damage *If any opponent attempts to disengage, target may immediately make an attack. If successful, the opponent's movement rate drops to 0 for the round in addition to other affects of the attack. *Target must chose an ally to protect when spell is cast. If ending turn more than 2 yards from the chosen ally, the spell immediately ends. If this spell ends early, the target is Harried until they rest for at least an hour and eat a hearty meal. Only one casting at a time. Duration: Rank Rounds Successes: Extra Rounds Extra Threads: Duration
Fifth Circle:
Gathering of Souls Threads: Special, Group. Fate. *Create Meal to share among allies *Each target spends a recovery test *One bonus selected per target, each benefit must be selected once before any can be re-selected: +1 Active Defenses (Avoid blow, etc.) +1 Attack Tests (not spells) +1 Damage Tests (not spells) +1 Initiative +1 Wound threshold. Duration: Until Conflict is Over (GM discretion) Success Level: Extra Effect (extra effect, still limited by Circle) Extra Threads: Extra Effect (as above), Increased Duration (+1 Conflict)
Mark of the Badger Binding.Pack. 1 Thread *+2 to Physical Armor *+2 to Mystic Armor *+2 to Knockdown Tests *Resist Pain = Shaman Circle *Penalties from Defensive Stance Reduced to -2 *Breaks if character acts in a manner that is not "cautious". If broken early target is Harried until they rest for at least an hour and spend the time alone, or grumpy if they can't be alone. Only one casting at a time. Duration: Rank Rounds Successes: Extra Rounds Extra Threads: Duration, Effect (bonus to Physical and Mystic Armor)
Sixth Circle
Mark of the Snake Threads: 1 Binding.Pack. *+2 Close Combat Attack *+2 Close Combat Damage *+2 Initiative *+2 Physical Defense *Before initiative pick Number (N) up to Shaman's Circle. *+N to Initiative *+N to Close combat attack tests *-N Physical Armor *-N Mystic Armor *May not use Aggressive or Defensive Stance *May not move away from a target after making an attack if they are still a combatant. If broken early target is Harried until they rest for at least an hour and make every reasonable effort to warm themselves. Only one casting at a time. Duration: Rank Successes: Extra Rounds Extra Threads: Duration, Effect (+2 to Initiative), Increase Effect (+2 to Physical Defense), Range
Pangolin Armor Threads: 0 Pack.Spirit. *+3 Physical Armor *+3 Mystic Armor *Movement 1/2 *Cannot Run Duration: Rank Successes: Duration (+2 Rounds) Extra Threads: Duration (minutes), Increase Effect (+1), Extra Targets (+Rank)
Predator Senses Threads: 0 Pack.Spirit. Choose one of three different spells (ears, eyes, or nose) *+2 Awareness to releated sense *Hearing or Scent can be used to ignore all penalties in combat related to sight. *If sight is affected the target can see in complete darkness, including magical darkness. Blindness as normal. *A target affected by ENhanced Senses gains a +2 to Attack tests against any opponent that may be detected by the effected sense. Spells must be learned individually. Duration: Rounds Successes: Extra Rounds (+2) Extra Threads: Increase Duration (minutes), Increase Effect (+2 to awareness tests), Additional Targets (+Rank), Additional Sense (if other spell is known)
Storm Wolf Call Threads: 2 Spirit. *All Allies make Recovery Test (if they have one) *Spell Casting Test is applied to all opponent's Social Defenses, if they fail they are Harried *Cannot be cast if there are no enemy targets to frighten. Duration: 2 Rounds Successes: Increased Effect (+1 to Recovery Tests) Extra Threads: Duration (+2 Rounds), Effect (+1 to Recovery Test), Increased Area (+2 yards, base is 6 yards)
Seventh Circle
Premonition of Victory Threads: 2 (Ritual) Fate. Read Future. *Spend 5 Karma *Number of successes days worth of future forseen. *Outline a plan to accomplish goals. *Share vision with number of targets up to Spell Casting Rank. *Each target gains +2 to one action test per round that acts in accordance with vision. *Each deviation from vision reduces this bonus by 1. *Cast Once per Moon Cycle Duration: 1 day Success Levels: +1 Day Extra Threads: Increase Duration (1 day), Effect (+1), Additional Targets (+ Rank).
Wolf Run Threads: 3 Pack. Spirit. Targets turn into wolves. *Can speak in growls and cast spells. *Gear still has its normal effect *All attacks are both unarmed and melee (if weapon is benefiting them) *Targets using ranged weapons can only make melee range attacks (I think) but used the appropriate ranged weapon skill to make them *Gain Enhanced Senses, and Hamstring as Wolves *Movement Rate = 16 *Can be dispelled at any time using standard action. *All targets must remain within 10 yards of each other. *Anyone leaving this range loses the form and becomes Harried until the end of the next round.
Extra Thread Limit determined differently = # of targets, but cannot exceed Shaman Circle
Duration: Rank Hours Successes: Duration (+1 hour) Extra Threads: Duration (+1 hour), Effect (+1 to Enhanced Senses), Effect (+2 to movement Rate)
Eight Circle
Mark of the Eagle Threads: 2 Binding.Pack. *Target Gains Fly at movement rate 18 *Enhanced Sight 2 *No penalties for distance to vision-based awareness tests. *Ends if the target makes a ranged attack, including cast a damaging spell or otherwise behaves dishonorably (spirit warns the target first) If spell ends early the target is Harried until they rest for an hour, and are consumed with self-doubt. This spell may only have one active casting at a time. Duration: Rank x 10 Minutes Successes: Duration (+10 Minutes) Extra Threads: Duration (+10 Minutes), Effect (+2 Enhanced Sense), Effect (+2 Movement)
Salamander Regeneration Threads: 3 Spirit *Target spends Recovery Test, gaining no healing *For duration whenever taking damage, they heal up to 2 points of damage. *Only one casting at a time. Duration: Circle House Successes: Increased Duration (+1 hour) Extra Threads: Duration (+1 hour), Effect (+1 damage healed)
War Party Threads: Special Spirit. *Pay 1 Karma per Participant *Each Participant pays one Karma Chose three of the following virtues: *Aggression: +2 Attack and Damage Tests *Courage: +2 Initiative, Social Defense, And tests to Resist Fear *Mysticism: +2 to Mystic armor, and Mystic Defense *Protection: +2 to Knockdown Tests, Physical Armor, and Wound Threshold *Spirituality: +2 to Spellcasting, Thread Weaving, and Effect tests *Swiftness: +2 to Initiative, Movement rate, and Physical Defense
Each affected target gains these benefits for the duration of the spell.
# of Targets: Max equals Spellcasting rank. *May be Cast once every 5 days (failed castings COUNT - dont fail)
Duration: 1 day Successes: Increased effect (+1 to one virtue) Extra Threads: Increased effect (+1 to one virtue), Increased Area, Increased Targets (+Rank)
Other Buffs Hunter's Sense (detect animals) Otter Swim (swim) Mountain Goat Leap (jump!) Catwalk (Balance, Stealth, Climb!) Polecat Resilience (Disease/Poison Resistance) Gills (Water breathing)
New Spirit Powers (That Buff)[/u]
Aid Ally Spirit makes Aid Ally test versus target's Mystic Defense Each success grants target a +1 to talent tests The target may apply this bonus on one test per round, taking 1 strain each time
Enhance Ally Spirit makes Enhance Ally test against target's Mysic Defense. Each success allows target to add the spirit's Strength Rating to one talent test. When using this bonus take strain equal to spirit's strength rating (there's the catch!) Only one test per round
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Post by Sveja on Mar 1, 2020 23:24:19 GMT -5
Nethermancer Buff Spells
First Circle
Soul Armor Threads: 1 *+3 Mystic Armor Duration: Rank Minutes Successes: Increased Duration (+2 minutes) Extra Threads: Duration (+2 minutes), Effect (+2 Mystic armor), Additional Target (+1)
Second Circle
Aspect of the Fog Ghost Threads: 1 Binding. *+3 Close Combat tests *+3 Damage *+3 Physical Defense Must attack closest target each round, excepting undead and spirits. Willpower versus Spirit's Social Defense (12) to resist, but spell ends. Spell may not be cast again for rest of day. Only one active cast at a time.
Night's Edge Threads: 0 Water-Cold Effects target weapon. Wielder adds +d4 damage to weapon, and target (if hit) success -2 penalty on Mystic Defenses until end of next turn. Duration: Rank + 5 Rounds Successes: Duration (+2 Rounds) Extra Threads: Effect (+2 Damage Step), Additional Target (+Rank!)
Third Circle[/u]
Arrow of Night Threads: 0 Targets one arrow/missile *+6 Damage to missile *Target suffers -2 penalty to Mystic Armor until end of next round. *Handling arrow causes 1 strain to character who fires it Duration: 2 rounds Successes: Duration (+2 rounds) Extra Threads: Increased Effect (+2 damage), Effect (-2 Mystic armor penalty), Additional Target(+Rank)
Aspect of the Bone Spirit Threads: 1 Binding. Must be within rankx10 miles of caster's bone circle *+4 Mystic Defense *+4 Mystic Armor If the target fail's to obey caster's commands, spell ends immediately. Duration: Rank Rounds Successes: Duration (+2 Rounds) Threads: Incrased Range (+10 miles - of bone circle, presumably).
Fourth Circle
Last chance Threads: 1 Pulls character back from brink of death *Cast within 1 minute of target's death *Immediately Recovery Test with +4 bonus *If he has used all Recovery Tests already, still grants him a Step 4 Recovery Test *If Recovery Test reduces him below death rating, he survives, otherwise dies *may only be cast on a target once per day. Success: Effect (+2) Threads: Effect(+2)
Circle of Astral Protection Threads: 2 Creates 8 yard radius circle of magical protection *All allies within circle gain +4 Mystic Armor Duration: Rank +5 Minutes Threads: Duration, Effect (+2), Area (+2 yards)
Sixth Circle
Recovery Threads: 1 Target makes a Recovery test with +5 bonus (but no other bonuses). Successes: Effect (+2 bonus) Threads: Effect (+2 bonus)
Aspect of the Casual Murderer Threads: 1 Binding. *+5 Close Combat Attack against opponents Blindsided, Knocked Down, or Surprised *+5 Close Combat Damage against opponents Blindsided, Knocked Down, or Surprised *if target has the oppoprtunity to attack a Blindsided, Knocked Down, or Surprised target (even friendly) but doesn't, the spell ends immediately. *if the target causes no damage while under this spell, or it ends prematurely for any reason, target suffers a wound. Only one casting at a time. Duration: Rank + 5 Rounds Successes: Duration (+2 rounds) Threads: Effect (+1 bonus)
Eight Circle
Aspect of the Astral Savant Threads: 1 Binding. *Perceives astral space without any filtration. *+4 Physical Defense *Astral Sight Tests do not cost Strain *May Detect True Pattern by making Astral Sight vs. Mystic Defense - If successful, gains +2 to spell casting tests and effect steps against the target *Each round the raw astral sense deals damage equivalent to a magician casting a first circle spell with raw magic. Only one active casting at a time Duration: Rank Rounds Successes: Duration (+2 Rounds) Threads: Effect (+2 to Astral Sight)
Netherblade Threads: 0 targets a melee weapon *Weapon cannot be used against physical targets *May hit target in astral space
Other Spells that Buff Shadow Meld: Stealth Soulless Eyes: Intimidation Aspect of the Cowardly Skulk: Perfect spy Aspect of the Menacing Tyrant: Intimidation and Fear Aspect of the Cruel Physician: Ghost doctor creates a wound to allow free Recovery Test +6
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Post by Sveja on Mar 2, 2020 2:55:22 GMT -5
I'm wracking my head over the confusion of Animal Training rules. There are quite a few different recommendations, because really the base rules are not very helpful. "Tricks" are a pretty dumb idea. The idea that you need to have Rank 4 in Animal Training to teach a dog to "Come" "Fetch" "Heel" and "Roll Over" is absurd. There's also an issue that there's no difference between lower and higher circle animals in terms of training them (except the time it takes to do so).
As an idea, I propose the following: Any "trained" animal knows all of the basic instructions that it should. All animal companions will fight. A trained animal of a reasonable type can also be made to fight by its master (just thinking of non-bonded animals, such as purchased guard dogs, in that case).
An animal requires the equivalent of having to be taught its Challenge Level worth of Tricks in order to be trained. This is sufficient to learn all basic behavioral tricks, as well as how to use their natural talents for their master (i.e. Track this scent, or follow that person, and so on). All further training results in the other optional bonuses (+1 to a talent rank, or natural attack damage step typically). So a Circle 1 animal will have more bonus talent points compared to a Circle 4 animal. Rather than train the animal with a bonus point, it can instead by taught to do something unusual. Examples: *Perform for a show *Working Dog type skills (I.e. Herd, or Rescue, or "Guard" someone rather than a place). *Follow another person's instruction *Steal an item that can be described (via animal talk) or by showing a similar item, or one they are familiar with
In my planned Case: Dire Wolf (Circle 4) begins trained, with Animal Training of 4. But cannot learn any bonus point. While my Kue (Circle 1) can learn 3 bonus points or complex tricks.
Kue: (Circle 1) *Steal an item *Scout ahead to report on presence of Name Bringers *Go to "Person"
Blood Raven: (Circle 1) *Keep Watch *Steal an item *Go to "Person"
Venomous Snake: (Circle 1) No tricks, only used to guard, attack, or track.
Another thing I've thought about, though I don't intend to use a "Menagerie", there are times when options would be nice but I dont want to overkill. My thought is to limit animal Bond so that it is one animal per rank, of maximum circle of that rank. So at Rank 4: 1 Circle 1 or lower 1 Circle 2 or lower 1 Circle 3 or lower 1 Circle 4 or lower
So Dire Wolf at 4, all others at 1 for now, no problem!
But I could not have a Storm Crow instead of a Blood Raven at Circle 4, because it is Circle 4 and I already have the Dire Wolf. But when I increased to Rank 5, that would become an option.
I'd also like to be able to provide Barding for my combat mount - and other basic gear (I am thinking a message harness for my Kue).
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Post by Sveja on Mar 2, 2020 17:49:31 GMT -5
Additional Information:
Sveja is currently working with the Black Company helping train their combat animals, and living in the shadow of Orik Vael. Her current goals are to prove her valor and combat ability to others, and to prove herself as a warrior ork.
She will embrace the path of a Fire Eater as soon as possible, including some Gahad about being insulted, or her pride insulted in addition to mistreatment of animals, and maybe threatening her friends/community/pack.
She will embrace this path of violence and passion for now, powered by the forces of the wild which are desperately screaming to be released back into the wider world.
After we leave the Kaer, it is likely that the impact of the Scourge will shift her attention. Whether she actually shifts far enough in focus to pursue the Purifier or Jaspree Paths depends on events, but it is definitely possible. This would mean traveling the land, helping protect the wild world, and nurturing its recovery from the scourge. Given our roles in the world she could be an important player in establish the Purifiers, and helping the world recover post Scourge. In terms of the "school" idea, she would be the naturalist (rather than the Defense Against Dark Arts Teacher that is Brux).
Fire Eater: *Provides FIRE BLOOD, essential to achieve the "Tankiness" of this concept. *Some helpful secondary social talents (Heartening Laugh, Emotion Song or Impressive Display) otherwise completely lacking in the disciplines. *Neat, but mostly flavorful knacks. Literally Breathing Fire as a Dragonkin Ork is really too awesome to pass up.
Purifier: (Optional Route) *Some helpful healing ability *Thematic healer and cleanser of the natural world
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Post by Sveja on Mar 5, 2020 20:41:05 GMT -5
Sveja Vael also known as: "Crimson", or "Red Wolf" among other names. - Orphaned by Horror attack earlier than she can remember.
- Taken in by members of the Black Company to raise (perhaps one of her parents was a member)
- Has been able to see spirits since a young age (Dragon Kin...) and like Brux has long developed friendships and relationships with the Beast Spirits and Ally Spirits that live in the Kaer
- Met a wizened an ancient ork woman, who is a shaman who had long been expecting to meet her final student. Shamanism is a rare form of magic, but the spirits new a new shaman must rise in the Kaer to carry on the path. The woman has been preserved in her old age for this task. She has been Sveja's mentor since a young age.
- Worked with the animals of the Black Company since childhood.
- Finally being of age she took part in the Grand Tournament, taking a draw when Mes chivalrously took a dive to share the title.
- As a victor of the tournament, officially joined the Company and began training.
- As a Beast Master is probably an odd fit, and hasn't quite found her place. Still largely deals with the animals of the Company.
- Has a massive chip on her shoulder due to being an orphan. Feels she has an immense amount to prove to the Company (and community at large) that it was worth adopting her.
- Her mentor has a relationship with an ancient and powerful Eagle Spirit who has taken Sveja under its wing for guidance as well - has shown her visions of what the world was like before the Scourge. Beyond proving herself, her greatest goal in life is to see the outside world and explore its wonders.
- Is known as prideful, tough as nails, and ferocious.
- Also known for the way animals respond to her (positively).
Gahad Thoughts: 1) Insulted Pride (this is one I was originally not going to use, its really stereotypical, but I think causing a bit of trouble for the party with Gahad might be fun?!) 2) Disrespecting Animals 3) Threatening her "Pack" (friends, family, animals, current home group) except by members of the Pack.
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Post by GM / Malinous on Mar 7, 2020 21:17:22 GMT -5
My first thought on seeing the thread title: It's a shame he's not an Obsidiman. Then this thread could have been called "Alternative Rock."
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Post by Sveja on Mar 7, 2020 21:42:01 GMT -5
I do have a Rock Man idea (Alternative Rock indeed...) but I like this one a lot more
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Post by Sveja on Mar 12, 2020 1:49:27 GMT -5
I will be working this into a proper Character Sheet soon. I am just going to use this space to take down some notes I have been working on regarding Sveja's background and characterization. There are some similarities here to Brux's background which is unintentional, but the result of both being the product of Horror attacks (though Brux was not an orphan, he never had the knowledge of his mother either), and both being spirit-focused characters. They're also written by the same person, so... well, that's just the way it is I guess! Background / HistoryChildhood- Small nuclear family (without much of the usual extended family for Orks)
- Father was an unusual Ork farmer.
- Mother was from a more prominent family and widely viewed as being capable of a much better match.
- They were poor but she only remembered happiness.
- Mother taught her to read from an early and frquently told her that she had a destiny ahead of her.
- Older brother by the name of Orek.
- Family and brother, and entire farm were wiped out during a Horror attack when she was the equivalent of about 6. She saw her brother killed trying to protect their mother, and only survived herself because she was bodily shielded and hidden by her father before.
- In the immediate aftermath of the attack slipped through the cracks, with no extended family. Lived on the street as an orphan for some time carrying on relationships with spirits and some of the local animals, as no one else seemed to pay her any mind. Had her first experience "piercing the veil" as Beast Masters refer to it during this time, seeing the spirit within beasts and starting to forge the connections between their patterns.
- Befriended other orphans during the same time, joining the numbers of them warded over by Skull and Bones.
- Adopted by the Black Company.
Adolescence- First began tasks helping train and deal with the Company animals, which she has always excelled at.
- Studied how to train and raise animals. Did not so much adopt her own, as befriend both the domesticated work animals and the wild/urban animals living among them.
- Around the equivalent age of twelve had her first encounter with the Old Woman, who seemed to know her from the moment they met.
- The Old Woman is a Shaman, long of life and depth of wisdom, she seems to be served by and protected by the beast spirits in order to pass on the traditions of Shamanism which are imperiled by the Scourge and the Kaer system leaving their most common practitioners abandoned.
- Aetoc is an ancient and great Eagle Spirit who resides within the Kaer, and seems to be the defacto leader or at least most respected of the Beast Spirits. The spirits may not be as well insulated from Horror corruption as animals themselves, being capable of deep and powerful emotion not unlike Namegivers. They have taken a very hands-off and neutral approach to existence, wanting nothing to do with the Horrors and simply waiting anxiously for a return to the wider world.
- Lower ranking spirits are more free and interested in interacting with Namegivers, and these are those she has mostly befriended and dealt with.
- Aetoc regularly sends her dream visions - she has soared over the lands of the Pre-Sourge world. She has seen landscapes and seascapes that most of the residents of the Kaer cannot even imagine. She has taken to drawing in order to try to convey some sense of what she has seen. Though she rarely (if ever) discusses these, they are collected in several scrap book collections in her quarters.
- Because of these visions she actually looks forward to, and enjoys sleeping (unlike Brux and his dread of it).
- Aetoc and the Old Woman have helped teach her Shamanism in a mostly unorganized fashion. The practice of the art comes naturally to Sveja, made all the more so by her close affinity with animals themselves.
- Sveja made friends quickly and easily. By her teenage years she was already surrounded by a significant social support network among Orks, Orphans, and the Black Company.
- She is considered honest, energetic, hard working, and earnest. If anything she is quiet and humble for an Ork, but respected for her efforts all the same.
- Training as a Cavalryman for the Company always proved challenging. She never seemed to take to it as naturally as expected, despite the immense amount of effort she was undertaking to learn it.
- She has a mentor within the company, an older veteran warrior who is missing an arm and an eye. He has been teaching her both fighting, and fighting and life philosophy for years.
- She has a best friend slightly older male Ork named Waruck. Waruck is progressing as a Cavalryman. She personally trained his mount before they became bonded. They have been friends since childhood days.
- During these years she bonded with a very special Dire Wolf pup. Special because the small population of Dire Wolves in the Kaer has not frequently reproduced. Tochiko was one of a litter of five, and bonded quite closely with Sveja even as a pup.
- Bears a heat-scar along her left cheek from the attack.
Early Adulthood- Trained exceptionally hard for the Grand Tournament, and proceeded to the Finals including the defeat of Mawaris Medaera. In the Final she was ruled to have tied, and was declared a Shared Champion with Mawaris' brother Mes. She understands that Mes opened himself to allow for the tie and emerged from the tournament with a profound respect for the Brothers Madaera, but for Mes in particular.
- She took the opportunity to officially join the Black Company, becoming part of its regular operations.
- Since this time she has become comfortable, at least in herself, to the fact that she is a Beast Master and not a Cavalryman. It no longer bothers her as it once did, but she is still dedicated to honing her ability to fight while mounted.
- Tochiko came of age at the right time to be claimed by her as a mount. It was an unusual choice with most of the cavalry riding horses, but it suits her nature.
Present- Was present at the Detonation - and was not so much as scratched by debris during it.
- Was unnerved by the sheer destruction and death, it immediately reminded her of the ordeal of the Horror attack on her family.
- The resulting famine not only endangers the Namegiver residents of the Kaer, but she is particularly concerned about the Beasts for whom she is partly responsible. Not only work and war animals necessary for the safety and function of the community - but also the ark like role the beasts play in some respects, ensuring that stocks of species survive until they leave the Kaer. The loss of the sheep herds, alone, could have a terrible impact on the Kaer's ability to survive.
Personality- Highly, notably, and renown for her energy and vitality.
- Generally friendly and upbeat, if a touch on the quiet side with people she doesn't know, and members of authority.
- Gregarious and boisterous with close friends.
- Bold, and often blunt if coaxed into speaking
- Passionate and goal-oriented. Not necessarily the best at staying on track. Rarely if ever half-commits to anything.
- Greatly enjoys fighting for the sake of fighting and challenge.
- Respects Authority and Hierarchy (pack nature) to a potentially unhealthy degree. There is a sense there of not knowing how to function without being told what to do.
- Generous
- Unforgiving of those who have done bad things: especially to innocent, animal, or child victims.
- Hates liars and cheats.
- Loves music, especially energetic and percussive heavy.
Weaknesses and Flaws- Overly trusting of authority
- Bold and passionate in behavior. A risk taker.
- Is generally easy to like, but lacks any talent for manipulating social connections.
- Awkward around social betters.
- Is not knowledgable on scholarly matters
- Compared to the Brothers is probably kind of dumb. Neither as educated, nor as witty nor sharp.
- Can be naive when dealing with villainous Name-Givers
- Is not as confident as she seems - and worries that the experience of the Horror Attack may come back to her and cause her to panic or break at the worst possible time.
- Feels like she has not earned the way in which the Black Company saved her as an orphan.
- Terrified of Horrors.
- She's an Ork: not only does she have a reputation for anger and violence - these things are true!
Traits and Quirks- Likes the phrase "Nothing ventured, nothing gained"
- Dislikes unknown noises
- Fascinated by amphibians in particular
- Smells of spice and furs.
- Loves to tell stories: true and tall
- Very professional with her treatment of animals, including her mount and companions. Cares deeply, but does not necessarily show affection.
- Resents her animal companions being called "pets"
- Very curious about art, even if she fails to understand it (especially if it is decadent or abstract)
- Outwardly dismissive of scholarly knowledge, but inwardly impressed by it.
- Sketches her dreams
- Likes sweets, and food in general (favoring spicy meats).
- Typically carries some number of sweet treats, dried jerky, salt licks, and small prey animals (mice) for herself, animals, or spirits.
- Likes and collects writing and drawing instruments
- Prompt and punctual (also unlike Brux)
- Deals wonderfully with children, but inwardly they make her uncomfortable to be around except for orphans.
- Frequently sees omens and sees Spirits in everything.
- Very frequently, and often unabashedly, speaking to animals and spirits
- Keepsake: a childhood doll made by her mother that miraculously survived the attack.
- Keepsake: scrapbooks with drawings of her dreams, spirits, and animals.
- Keepsake: A coin given to her by her brother Orek (for her to buy sweets with) moments before his death. She has punched a hole in it and frequently wears it on necklace chains or bracelets.
Social Circles and Relationships- Ork Ork. Is much more comfortable and experienced being around other Orks, and Namegivers used to living around Orks.
- Has trouble with Elves and Humans because of the way they look down on Orks. She is especially quiet, humble and reserved in their presence.
- This nature is magnified if she is being observed by a third party. If accompanying elves in public she is unlikely to be able to converse at all.
- Has no class bias. Does not resent the other races.
- Knows many of the street orphans, as well as Skull and Bones.
- Is a member of the Black Company, and has active friends especially among her squadron and the animal trainers and handlers.
- Has a small group of non-Company girlfriends she has met over the years. May also be orphans. Her most frequent group for going "out".
- Waruck is her best and most trusted friend and comrade. They have been fighting together for ages.
- Befriends people quickly and easily - has acquaintances throughout the city.
- Veteran One-Arm, One-Eyed Ork Trainer. Still her primary teacher of formal martial education (though she has come to accept that most of what she learns will come from the natural world, at this point)
- The Old Shaman Woman: her spiritual and magical mentor.
- Aetoc the Great Eagle Spirit: hands off, but always present in the background, drawing her forward in her understanding of the world and its spirits.
Discipline Traits and Philosophy- Seeks to understand and learn from the natural world, spirits and beasts.
- Is a Namegiver first and foremost. She does not place either Spirits or beasts above namegivers in her mind, though they may be equal in some ways.
- Understands that Namegivers, Beasts, and Spirits all benefit when they work together. Her goal is mutually beneficial partnership for everyone's sake.
- Is not above instrumentalizing her relationship to Beasts and Spirits, but never forgets that they are living beings, and seeks to never forget that they deserve the same respect Namegivers do.
Current Goals- To fight. To grow as a warrior. To learn. To EXPERIENCE.
- To learn more about beasts, and moreso so once possible, discover new ones!
- Other than wanting to fight, her greatest goal in life is to see, experience, and explore the outside world. This desire is likely to come into direct conflict with her respect of authority.
Appearance and Dragonkin Traits- Generally attractive for an Ork - sometimes brunt of jokes for being 'elf-like' owing largely to her Draconic nature.
- An amazonian figure, roughly 6 feet tall and muscular.
- Pure crimson red hair. Typically worn long, frequently with intricate braids and adornment.
- Bright and intensely green eyes with somewhat unusually large irises
- Unusually smooth and bare complexion for an ork. When under water, especially moving water, her appears scale-like.
- Especially elongated elf-like ears..
- Puts a great deal of effort into her fashion and style (like Brux): though the style itself is martial and relatively practical. Usually wearing some form of combat armor or simple clothing, but mindfully and carefully decorated with accessories and adornment (whether stitching, spikes, bangles, leather, furs, and so on)
- Heavily pierced and virtually always wearing copious amounts of jewelry (which must be inexpensive)
- Some amount of this jewelry is composed of animal talismans and other shamanistic tokens.
- Always wears some form of Skull-and-Bones jewelry, frequently but not always earrings.
- Typically heavily armed despite not needing the weapons.
- Wears leggings anklets, and partial gloves but usually has both her feet and fingers bare.
- Ork fashion changes quickly, and so does she. She frequently changes her look even in major ways, sometimes from one week or one day to the next.
- Not afraid of more feminine dress, but it is rarely worn among Orks who prefer the straightforward.
- Does not sacrifice protection for much if expecting danger, though she has no interest in super-heavy armors desiring the ability to move most unhindered.
The Brothers Madaera- Has had several encounters with the Brothers, and has encountered their reputation far more frequently than that.
- Admires and respects them. They are her favorite elves. She may even be a fan.
- True of all the brothers: Maw is the most glamorous, but she likes Mal's quiet and steady demeanor.
- She has an especial respect for Mes due to his treatment of her at the Tournament. The gesture could have been taken many ways, but she accepted it as a sign of respect and a desire to keep the peoples of the Kaer united.
- Would view the Brothers as an authority in their own right. After her Company commanders, and the political leadership of her people and the Kaer, there is no authority she would likely put ahead of the Brothers.
Waruck
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Post by Sveja on Mar 13, 2020 1:40:13 GMT -5
Turns out Dire Wolves can't track. They've been bred to be big and fierce, and apparently that sort of talent got bred out of them!
So I have swapped out my planned snake for a dog.
And I decided to stick with the original bat idea over a raven.
I've gone with specific commands (including come/heel, though I did combine these at least on each of the pets).
Animal Bond 4, and Animal Training 4 allow for four commands/skill increases and four defense/armor/damage increases, which are reflected on all four companions (also allowed by Animal Bond 4).
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Post by Sveja on Mar 13, 2020 12:43:50 GMT -5
Gahad
I'm a big fan of the concept of Gahad, and its a major reason why I want to play an Ork. The description of it in the extended books is really interesting, and I especially appreciate that it is not purely about violence or violent reactions. It as an impassioned emotional response: the matter that causes the Gahad is so overwhelmingly important to the Ork that their spirit soars to meet it. Because many triggers are likely to occur in situations lending themselves toward violence, and because Orks do tend to be rather violent (Sveja is certainly no exception to this, rather thrilling to it), it is most commonly encountered in that fashion. But it can inspire someone's not violent efforts: destroying, building, speaking, organizing (for the short time that it lasts).
For example the Ork Councilor in Daiche hates thieves, and while that most obviously lends itself to violence if there is a suspected thief in his vicinity it could also lend itself toward an impassioned speech regarding legislating to clamp down on the Thieves' Guild, or to organizing his household security if he had reason to fear an imminent theft. In all cases while under its effect he would be full of energy and animated spirit (and probably angry).
Now because I tend to overthing everything, I am going to make some notes about Sveja's Gahad Triggers. These are meant to be common enough to be both source of strength, but also to act as a flaw. Additionally I've tried to conceive of them in a way that will not have a negative cohesion aspect (hence the one regarding Cheats and Liars is narrow enough not to implicate Mawaris, usually.
There may evolve over time, or I may not play them right, but these are my thoughts for now.
1) Threats to her pack.
This trigger must be broken down into two parts. The first is to define "pack". This concept is essential to the character of Shaman, can be associated with Beast Masters, and is of especially importance to Sveja because of her personal history. Having lost her family she moved through life relying on evolving and essential social networks to navigate challenges and threats. She seeks to return the favor in all cases, and to prove herself a valuable ally and friend to her close associates. The Pack is primarily a social in-out group understanding, and can vary through its tiers. At its most basic level it includes her Animal Companions, and her closest friends. Beyond this are other friends and mentors. Then the groups to which she is loyal: the orphans of Daiche in general and the Black Company. Beyond this is the Ork Neighborhood of Daiche (which will become her Clan when it becomes a Clan in concept again), the Kaer of Daiche itself, and at its broadest point its Orks and possibly broader if the entire world is threatened.
The trigger only applies when it is someone from the out group threatening the in group. An Ork in Daiche threatening an orphan would trigger Gahad. An orphan threatening an Ork would not. Similarly, an outsider threatening the same Ork could trigger as well. Another example is that someone in Daiche being a threatening racist against Orks in general would not trigger it. But being a racist threatening the Ork neighborhood of Daiche would.
This group never includes Sveja herself, threats to her never trigger Gahad directly. It is a protective impulse first and foremost and does not extend to herself.
The second part to be broken down is "Threat". Threats mean sincere and believed threats of significant bodily, emotional, or psychological harm. They must be thought to be real, and imminent. They must be applied from someone outside a layer of the Pack, against one inside. And they must not have been intentionally provoked or goaded. (No sending an Animal Companion out to get attacked just to trigger it, but if one is ambushed...)
Another shade of this is that it will trigger when a close companion or associate is threatened with death.
A good example of what I mean is the "recent" fight between the Elf Beast Master, Brux, and Mawaris. This was an arranged and agreed upon challenge, but part of this understanding was that it was not meant to be to the death. If Sveja had been in Brux's place this trigger would never have been relevant. The brutal attacks on Brux are outside its scope, because it does not include herself, while Brux was out of the fight before things got dangerous for Mawaris.
If she had been in Mawaris' place it is likley that the Gahad would have triggered on the first attack against Brux (provided they were close friends) because of its brutality, and near lethality that left him close to death and still under assault.
2) Disrespect of Animals
This is relatively narrow. Sveja fully understands the vexing nature of working with animals, and this trigger does not extend toward strict discipline, hard work, the slaughter of animals for food, or even the intentionally placing of animals in dangerous situations. It does cover cases of outright abuse, mistreatment, and avoidable neglect. It also extends (in non-violent fashion) to the over-indulgence of animals, and to those who verbally dismiss the value and importance of animals and beasts. This also means that she does not much like vegetarians, and her Gahad may be triggered (hopefully non-violently) by an aggressive vegetarian claiming that it would be better if no one were to eat animals. (How dare you impugn the great nutritional and fulfillment value their sacrifice on our behalf allows!)
3) Lying and cheating
This trigger is somewhat more narrow than the tag line. It is meant to apply to cases of abuse of confidence and trust. Conmen, schemers and so on are the most obvious and direct triggers. It does not apply in cases that are purely for entertainment. Someone cheats in a gambling game that is being played for entertainment? No problem, just good fun. Someone cheats when real life-altering stakes are on the table? Time for a table flip and yelling. Similarly it does not extend toward tricksters and their tricks, as long as they do not misrepresent themselves. In fact, she would agree, that a trickster being known as a trickster is a great act of honesty. There's a role for everyone in this world.
It also does not extend toward tactics and strategy (indeed deception is common in nature as well) because in these cases it is not abusing trust. The rules are understood to allow it. However egregious cases of breaking understood rules of conflict and battle are very direct triggers of this: attacking under truce or breaking the rules of a formalized encounter (i.e. cheating in a duel or tournament) will result in a very excellent example of Gahad.
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