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Plum du Plumage
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(Date Posted:10/07/2003 07:39:17)

Woot. Can you believe this is my first attempt to create a new Sword School? I've justnever had the need to create one before. And I don't really have one now, its just that I thought I'd give it a try and see how it worked out. Along with it, you also get a new Skill and a new Knack. I'll present those first for you. Please feel free to critique those as well. I've been in an overly creative mood lately and I have a few more School, Skill, and Knack ideason paper to work up.New skillCavalryBasic Knacks: Ride, SquireAdvanced Knacks: Ambush, Animal Training, IncitationI wanted a military version of the Rider Skill. Rider is fine for the lone rider or the swashbuckly rider, but I felt there needed to be another Skill that offered the Ride Knackin a "more serious" manner.New KnackSquireThis is a simple, straight forward Knack. Its used to maintain your horse riding gear: saddle, reins, bit and bridle, blanket, and barding (where used). It can also be used to judge or appraise such items. Granted it may not be a heavily used Knack, I thought it should exist, and should be a Basic Kanck. By the way, I also add Squire to the Rider Skill.New Sword Schooland the reason for this post?alon Cavalry School?xml:namespace prefix = o ns = "urn:schemas-microsoft-comCountry of Origin:MontaigneDescription:The ?alon family is the direct descendents of the 15thcentury knight Bastion.Since then they have held a strong tradition in horsemanship and cavalry tactics.The family breeds the finest horses in Montaigne, and the strongest stallions are often prized among the nation? elite nobility.The ?alon School of Cavalry combines the strength of the horses with the institutions of knighthood and chivalry to produce the most superb heavy cavalry in the western world.The famous Vent Conqu?ant is the School? most elite progeny and are lead by Philippe ?alon du Toille.They are bold and often willing to take center stage in battle, but they have never been defeated.They represent the epitome of the school? training.The school is located in Bastonne, along with the stables of the horse masters.The weakness exhibited by the students of ?alon is their superior confidence, and often their superior egos.If properly played upon, it can sometimes be used to have the rider make rash decisions; on the battlefield, rash often equals dead.The Vent Conqu?ant often takes heavy losses in their pride.Basic Curriculum:Fencing, CavalrySwordsman Knacks:Charge (Fencing), Corps-?Corps, Lunge (Fencing), Exploit Weakness (?alon)Swordsman Guild:No.Apprentice:Students of ?alon are trained to use their height advantage.They are constantly scanning the field ahead of them as they ride and look for likely targets.Once they engage, they keep a lock on their target, concentrating on his movements, and looking for ways to be quicker.Once Action Dice are rolled, a number of dice equal to Mastery Level may be re-rolled.Those who attend the ?alon Cavalry School are not automatically enrolled in the Swordsman? Guild.Instead, they gain an extra Rank in one of their Swordsman Knacks.Journeyman:At this level, the student is able to use his mount as a weapon on the field.In addition to his own attacks, the journeyman gains an extra Action Die to be solely used as an attack from his mount.This can be a bite, kick, or trample attack as the rider wishes.Rules for horse attacks can be found in the Game Masters?Guide.Also, the student begins to build an affinity with his mount.This results in a +1k0 bonus to all Ride and Animal Training rolls made with his own horse.Master:Masters of ?alon are incredibly imposing in battle.They ride tall in the saddle full of confidence.They have a full understanding of the advantages a mount can give on the field.The Master gains a bonus of +2 to his Fear Rating.If he doesn? already cause Fear, he gains a Fear Rating of 2.In addition, his empathy with his mount is complete, and he gains a +1k1 bonus to all Ride and Animal Training rolls with his own horse.This bonus replaces the similar bonus received from Journeyman.There it is. Please take a hard look at it and tell me what's right and what's wrong. Make suggestions... You know the routine.Thanks!Plum du Plumage, putting the chival into chivalry

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El Mono Es Malo
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(Date Posted:10/07/2003 10:15:55)

I like it Plum.  Good times all around.
Ravenshadow
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(Date Posted:10/07/2003 11:33:49)

Plum, very intreresting.  Looks like you did a lot of work on this.  I am not sure about the abilities, in comparison to other schools.  The Apprentice ability maybe a bit too much; Sal is a better judge of that.  One thing that you should note is if the better of the two dice are kept or the re-roll must be kept is it is in line with other schools.


The Journeyman idea is cool, but maybe a simple "Free Raise" might be better then a +1k0? 


The Master ability idea is intersting, but I wuld make sure that the Fear ability is only in effect when the rider is on the horse, right?


Oh, I like the Skill.  Basically you mean Squire to be the cavalry man's menial tasks. 

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"Why in poo-perfect hell did you pee on the corpse?"

- Gay Perry; Kiss, kiss, Bang, bang



"The things I have learned not to do have held me in better stead than the things I have learned to do."

-- Senator Joe Biden, Commencement address, Syracuse University College of Law, 2006



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-- Rube [Dead Like Me]



"Hubris is so cute."

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TLokum
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(Date Posted:10/07/2003 11:49:11)

@Ravenshadow: As for the Apprentice Ability, why do you think it is too powerful? Re-rolling 1-3 Action Dice but getting stuck with the result is less effective than rolling 1-3 more Action Dice and choosing. Which is the Apprentice Ability of Aldana.

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"I don't understand. Those of us with sorcerous heritage are impervious to fire, yet the Inquisition continue their practice of witchburning" - Maria Alita Jimenez de Gallegos, Castillian sorceress

Plum du Plumage
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(Date Posted:10/07/2003 16:26:04)

Thanks for the opinions so far.  Please keep them coming.


Ravenshadow: For the Apprentice ability, yes, the re-rolls must be kept.  So the player must be choosey if he wants to risk the dice.  For Journeyman, a Free Raise has merit.  But I find players smile more when they get to roll more dice.  Which do you think is more powerful, a Free Raise, or a +1k0?  I think a Free Raise might be and maybe that should be what I go with.  And then two Free Raises for the Master ability.  And yes, the Fear Rating is only in effect when the Cavalryman is mounted.


Squire is the horseman's Menial Tasks.  Good comparison.  I hadn't even thought of that Knack when I put it together.  Thanks.  Squire allows you to fix, maintain, and appraise your horse gear.  It also teaches you the proper care of your horse as far as grooming and feeding goes.  Its a feel for the mount.  Its the Knack you see in motion when the rider lifts the horse's hoof and pulls the small rock out.


Plum du Plumage, greatest knight on life

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"...and that's when they made me their chieftain."



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Ravenshadow
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(Date Posted:10/07/2003 20:45:28)

TLokum, I had forgotten about the changes between the original rules for Aldana and the changes and later printings.  And for the most part, I was simply playing "Legion's Advocate."


Plum, I do think that a FR is more powerful then a +1k0, as it directly adds 5 to the success, where as the +1k0 may add nothing to a roll.  But I like the insight that more dice can make bigger smiles, so I would go with your gut on that and leave it as you have.

--------------------------------------------------------------
"Why in poo-perfect hell did you pee on the corpse?"

- Gay Perry; Kiss, kiss, Bang, bang



"The things I have learned not to do have held me in better stead than the things I have learned to do."

-- Senator Joe Biden, Commencement address, Syracuse University College of Law, 2006



"You live in a world full of 12,000 menus and nothing to eat."

-- Rube [Dead Like Me]



"Hubris is so cute."

--Joss Whedon

Plum du Plumage
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(Date Posted:10/19/2003 00:26:16)

"Unless the enemy has estudied his Agrippa... which I have!"


Here, for your pleasure, is a new school for those wild and crazy folks down at NOM.  Let me know what you think.


Agrippa Sword School



 


Availability: 25 points; available to any nationality but only to those with the Advantage Membership: NOM.


 


Country of Origin: Vodacce


 


Description: Decades ago, a secret school opened in Numa to a select group of invitation-only students.  The dozen students came from all nationalities and from all over Th?h, and were told almost nothing of the school and their benefactor.  But, the most curious thing about the students was that they were all already masters of their own chosen sword schools.


            The master of the school introduced himself only as Agrippa and made the masters an offer.  He told them he was a fair fencer but wanted to learn more.  He told them he wanted to create a new school that would teach its students, above all, to take advantage of the flaws of other schools.  The offer was simple.  They would teach each other the exploits of their styles and they would become the greatest fencers in the world.  What they didn? know was that they really had no choice but to accept.  Agrippa was an NOM master.


            Agrippa chose his students well.  He searched and researched, traveling to several nations and throughout the fencing world.  He found masters who were of a more corruptible or prideful mindset and then he had his Fate Witch wife snip and stretch their lives into more agreeable circumstances.  Then he sent his invitations.


            The school teaches its users to look for and identify weaknesses in their opponent? styles and to use them to the best advantage.  Being the child of NOM, it? also about deception and trickery.  It is a defensive style but one that can be twisted into devastating offense.  Its own weakness is that it doesn? always compensate for newer or less frequent styles that the student may face.


 


Basic Curriculum: Fencing, Athletics


 


Swordsman Knacks: Exploit Weakness (Donovan), Exploit Weakness (Valroux), Exploit Weakness (Aldana), Exploit Weakness (Agrippa)


 


Swordsman Guild: No.


 


Apprentice: Due to the odd nature of the school, its students learn its abilities somewhat backwards.  They begin by experiencing other styles only then to learn specific tricks.  Much of the school is taught in theory but the apprentice level students do learn that deception is key to survival.  In this way, they are schooled in the Knack Feint and receive one rank in it.


            Being a school only available to members of NOM, the Swordsman? Guild neither knows of nor would ever accept such an institution.  Therefore, practitioners of Agrippa do not automatically receive membership to that august body.  Instead, they receive one extra rank in one of the Swordsman Knacks of the school.


 


Journeyman: At Journeyman, the student learns how to turn an attack back upon the attacker and gain the Riposte Knack.  Also, they learn the weaknesses of another style, one that they have chosen to learn.  They learn Exploit Weakness (choice).


 


Master: The Agrippa master has learned that in deception and defense lies the key to offense.  They learn to cheat.  He learns the Dirty Fighting Skill if he doesn't already have it.  They understand that a smashed nose can blind a man with watery eyes and learn the Pommel Strike Knack.  In addition, they increase their repertoire of style knowledge and learn Exploit Weakness (choice) of yet another school.


 


Thanks, everyone.


Plum du Plumage, sooner destroying a stained-glass window

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"...and that's when they made me their chieftain."



SPLASH!



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Salamanca
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