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Druchii.net RPG Community Ruleset 
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Prophet of Tzeentch
Prophet of Tzeentch
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Joined: Fri May 19, 2006 3:51 pm
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DRUCHII.NET RPG COMMUNITY RULESET

Below you will find the skills, equipment, and attributes of the "homegrown" or community ruleset. They have been collected and crafted by the Druchii.net RPG community over many years of play.

The sections below detail how to create a character, what equipment is available, what skills are available, and extra information on the use of magic.

CREATING AN RPG CHARACTER

Please use the following formula to create your character. Fill in each field to complete your character and then post it to the group you wish to apply to! The better your character, the better your chances!

Name: this one should be pretty self explanatory.
Sex: Male or female
Age: as a rule of thumb aim around the 90-300 mark.
Height: the elven average is a little taller than for humans.
Weight: stones, pounds, kilograms, it is all the same to us.
Appearance: What does your character look like? What clothes/armour do they wear? Are their weapons plain or ornate; are they blonde or dark, tattooed or wrinkly?

Character Class: you must choose a class; Warrior, Khainite, Shade or Mage.
Character Statistics: You must then pick your statistics, using the method described at the bottom of this post.
Starting Equipment: You must then pick your starting equipment, which is covered in a seperate post below.
Starting Skills: You must then pick your starting skills, which are covered in a seperate post below.

Character Background: Possibly the most important section, this is where you lay out the details of your character. A good background will tell GMs about your character’s history, their present circumstances, their ambitions and motivations as well as their personality. A good background will see you picked by a group much faster.
Character Ambitions: Although you can include IC (in character) ambitions in your background it is also useful to spell out the areas that you want your character to improve in. What skills do they want to acquire? What stats do they most want to boost? What equipment do they covet?


CHARACTER STATISTICS:

You have 18 points to distribute amongst your 5 different statistics. No more, though you may use less [there is no real benefit to that, though]. No stat can have more than 5 points in it on your starting profile, and each stat has to have at least one point in it. There are other restrictions below.

Weapon Skill (WS): How good your character is at fighting in melee, whether armed or unarmed.
Strength (S): How strong your character is. This will obviously be used for any strenuous physical activity.
Toughness (T): How durable your character is.
Dexterity (D): How fast and agile your character is.
Intelligence (I): How smart your character is. This doubles as your role-playing stat... Because your intelligence is what your GM will use to see whether you are playing your character correctly.

If you are a Shade your minimum Dexterity has to be 4.
If you are a Warrior your minimum Strength has to be 4.
If you are a Khainite your minimum Weapon Skill has to be 4.
If you are a Mage your minimum Intelligence has to be 4.


STARTING EQUIPMENT

You must then pick your starting equipment. See the next post for a full list of equipment options, but keep the following restrictions in mind:

Warrior: 7EP (must select some form of body armour)
Khainite: 5EP (must select two close combat weapons OR a two handed close combat weapon)
Shade: 5EP (must select some sort of ranged weapon)
Mage: 2EP (must select a staff, and may not select armour)


STARTING SKILLS

You must then pick your starting skills. See the post further down for a full list of skills, but keep the following restrictions in mind:

Warrior: 0 Skill Points
Khainite: 1 Skill Point
Shade: 1 Skill Point
Mage: 2 Skill Points (must take at least one power of magic skill)



As you can see, all the Character Classes are balanced. Some have more equipment but less skills, others have the opposite.
Ensure you pick the Class that appeals to you the most; there's no going back once you start playing unless you start over!

Added to this is another level of customisation: if you wish, three EP may be traded for a single SP. Skill points cannot be traded for Equipment points however, nor can any more than 3EP be traded. For example a Khainite character has 5EP and 1SP, if one wished to make a witch elf with very little equipment but more than one skill then 3EP points can be exchanged for 1SP giving a new total of 2EP and 2SP. With this they could, for example, buy Basic Frenzy and Two weapon fighting but would be limited to buying two shortswords (or two daggers, or a shortsword and a dagger) since they still require two close combat weapons or a single two handed close combat weapon.

If you are having trouble deciding which Character Class to select, you can see some sample Character Skill Paths here.


Last edited by Drainial on Thu Jun 14, 2012 3:05 pm, edited 1 time in total.



Sun Sep 25, 2011 3:55 pm
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Prophet of Tzeentch
Prophet of Tzeentch
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Joined: Fri May 19, 2006 3:51 pm
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This is a complete list of weapons and equipment available in the Druchii.net RPG. You must pick your starting equipment from the following list, keeping in mind the restrictions imposed by your characters' Class. As you progress in your RPG Group you will no doubt earn money and come across opperunities to find or buy new equipment, or improve that which you begin with. Please note, our moderators are welcome to think up other weapons and equipment as well, and do not strictly have to follow the costings used below. For first time moderators (and players!) though, sticking to this comprehensive list will ensure you do not overcomplicate your game.


STARTING EQUIPMENT

Depending on your class you have a set number of equipment points to spend on equipment. Some restrictions may also apply.

There are different restrictions and points for each class, they are as follows:

Warrior: 7EP (must select some form of body armour)
Khainite: 5EP (must select two close combat weapons OR a two handed close combat weapon)
Shade: 5EP (must select some sort of ranged weapon)
Mage: 2EP (must select a staff, and may not select armour)



MELEE WEAPONS
These are the weapons the characters use in hand-to-hand combat.

Melee items have 2 stats: Power and Speed. The weaker weapons are usually faster, whereas the stronger weapons are usually slower. These numbers can help you decide what kind of weapon you would want. Once again, these stats go from 1-5.

Dagger (Combat) : 15 gold. (EP 1)
Power: 1. Speed: 5.

Short Sword : 35 gold. (EP 1)
Power 2. Speed: 4.

Spear (Infantry) : 50 gold. (EP 2)
Power 3. Speed 4/2. [4 in the start of combat, then drops].

Long Sword : 60 gold. (EP 2)
Power 3. Speed 3.

Spear (Cavalry) : 70 gold. (EP 2)
Power 3. Speed 4. [Can only be used mounted]

Bastard Sword : 90 gold. (EP 3)
Power 4. Speed 3.

Halberd : 130 gold. (EP 3)
Power 5. Speed 2. [Uses 2 hands]

Lance : 200 gold. (EP 3)
Power 5. Speed 3. [Can only be used mounted]

Draich : 300 gold. (EP 4, Khainite only)
Power 5. Speed 1. [Uses 2 hands] [Adds +20% chance for a Killing Blow]

Mace: 60 gold (EP2)
Power 3. Speed 3

Morning star: 50 gold (EP 2)
Power 4. Speed 2

Glaive : 150 gold. (EP 2)
Power 4. Speed 3.

Great weapon: 250 gold (EP 3)
Power 5. Speed 1 [Uses 2 hands]

Bill hook: 45 gold (EP 2)
Power 3. Speed 3 [uses two hands]

Pole axe: 140 gold (EP 3)
Power 4. Speed 2 [uses two hands]

Axe: 60 (EP 2)
Power 3. Speed 3

Staff: 20 gold (EP 1, mage compulsory)
Power 2. Speed 3 [uses two hands]



RANGED WEAPONS
These are the weapons the characters use to inflict pain from afar.

Ranged items have 3 stats: Power, Reload Speed, and Range. The weaker weapons are usually faster to reload, whereas the stronger weapons are usually slower. These numbers can help you decide what kind of weapon you would want. Once again, these stats go from 1-5.

Dagger (Throwing) : 40 gold for set of 4 (EP 1)
Power: 1. Speed: 5. Range: 1

Shortbow : 40 gold. (EP 1)
Power 2. Speed: 3. Range 3

Light Crossbow : 45 gold. (EP 2)
Power 3. Speed: 3. Range 2

Bow : 60 gold. (EP 2)
Power 3. Speed: 3. Range 4.

Crossbow : 70 gold. (EP 3)
Power 4. Speed 2. Range 5.

Longbow : 100 gold. (EP 3)
Power 3. Speed 3. Range 5.

Repeater Crossbow : 100 gold. (EP 3)
Power 3. Speed 5. Range 3.

Repeater Handbow : 85 gold (EP 3)
Power 2. Speed 5. Range 2

Blowpipe (poison): 40 gold (EP 1)
Power 2. Speed 2

Blackpowder Pistol: 400 gold (EP 4)
Power 4. Speed 2. Range 2

Blackpowder Handgun: 600 (EP 5)
Power 4. Speed 2. Range 3.



ARMOUR
This is the equipment the characters use to protect themselves.

Armour is used to [obviously] protect the wearer from harm. There are various types of armour available to the Dark Elves. Mages may not take any armour other than leather, and Shades may not wear armour heavier than light or leather. Armours have 2 Stats: Protection and Hindrance. The lower the protection, the lower the hindrance usually is. Hindrance is there to show the effects of encumbrance on the characters. These stats go from 1-5 as well.


Cloaks:
These can be worn over armour, and will add to the hindrance of the other armour worn.

Shade Cloak : 100 gold. (EP 1, shades only)
Protection 1. Hindrance 1. (Stealth Bonus)

Sea Dragon Cloak : 300 gold. (EP 2)
Protection 2/3. [2 Melee, 3 Ranged]. Hindrance 1.


Armours:
These are usually suits of armour, from leather to chain to plate.

Leather Armour : 150 gold (EP 2)
Protection 1. Hindrance 0

Light Armour : 150 gold. (EP 2)
Protection 2. Hindrance 1.

Medium Armour : 300 gold. (EP 3)
Protection 3. Hindrance 2.

Heavy Armour : 550 gold. (EP 4)
Protection 4. Hindrance 3.

Helmet : 100 gold (EP 1)
Protection 1. Hindrance 0 [only against headshots]


Shields:
These can be combined with armour. Anyone using a shield can only wield one weapon in a melee, and may not wield a weapon that uses 2 hands.

Buckler : 50 gold. (EP 1)
Protection 1. Hindrance 1.

Shield : 100 gold. (EP 2)
Protection 2. Hindrance 2.

Pavise: 200 gold (EP 3)
Protection 5. Hindrance 5

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Moding a group of Druchii.net players is much like directing the musical 'Cats' using actual cats. Frustrating, difficult, chaotic but ultimatley satisfying and a great deal of fun.

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Sun Sep 25, 2011 3:57 pm
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Prophet of Tzeentch
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This is the complete list of Skills available in the Druchii.net RPG. You must pick your starting skills, if your character has access to them, from this list. As you progress in your RPG Group you may also come across opportunities to learn new skills, or advance through the levels of the skills you begin with. Please note, our moderators are welcome to create new skills within their own group too, so don’t be surprised if you come across a skill which is not included in this list. However, since we are trying to cover everything here, we urge moderators to suggest their new skills also, and most of them will find their way into this comprehensive list.


STARTING SKILLS

Depending on your class you have a set number of skill points to use to ‘buy’ skills from the list. Some restrictions may also apply.

There are different restrictions and points for each class, they are as follows:

Warrior: 0 Skill Points
Khainite: 1 Skill Point
Shade: 1 Skill Point
Mage: 2 Skill Points (must pick at least one skill from the Power of Magic section)



THE COMPLETE LIST OF DRUCHII.NET RPG SKILLS AND ABILITIES

The available Skills and their limitations and requirements are listed below. There are four sections to the skills list, whereby similar skills and abilities are grouped together. Characters are free to mix and match skills from anywhere in the list as they desire, so long as they meet the prerequisites. Each skill is listed with its Skill Price (SP) which tells you what level of skill it is, and how much of your starting skill allowance it will cost to select that skill. For example, any skill with SP2 will have one other skill (an SP1 skill) which must be obtained before it can be learned. When creating a character, you will only be able to take SP1 skills, unless you are a Mage taking an SP2 Power of Magic skill.


GENERAL SKILLS
These are the basic skills and abilities almost all Druchii can learn and acquire, from riding a horse to patching up a wound, and everything else in between!


Acrobatics: SP1
Prerequisites: Dexterity 4
Your character is able to perform acrobatic feats in the midst of combat; this includes daring dives through the air, back flips, running up walls and other such fantastical achievements. This does not represent natural agility, which is Dexterity. With this skill your character has made a conscious effort to improve how limber they are.

Alchemy: SP1
Prerequisites: Intelligence 4
You can do some very strange things with a box of powders and a few odds and ends. Although many consider alchemists to be odd sorts there is no denying that from time to time they come up with some useful trinkets. You might not be a mage but given time and the right supplies you can bottle hell fire, craft bombs and maybe make a decent stab at understanding the principles involved in complicated feats of engineering. Just try not to waste too much time in the pursuit of the philosopher’s stone.

Ambidexterity: SP1
Prerequisites: Dexterity 5
Contrary to popular belief, in the Warhammer World it is possible to train yourself to use your off hand as well as your main hand, causing you to become Ambidextrous. Normally, using your off hand instead of your main hand is of detriment to your combat ability and, normally, your health but, with the training provided by this skill, you can use your off hand with the same effect. This skill becomes more useful when combined with Two Weapon Fighting, allowing two weapons of the same size to be used at the same time.

Assassination: SP2
Prerequisites: Stealth and Weapon Skill 5
This skill gives your character an in-depth knowledge of elven biology and how to manipulate it to your own ends, i.e. killing your target as quickly and quietly as possible. With this ability you can silently sneak up on and kill an opponent up-close and personal without them ever being the wiser. Be it a knife to the heart or snapping their neck, by the time you’re finished with them they’ll be nothing more than a crumpled corpse lying in the gutter.

Awareness: SP1
Prerequisites: Intelligence 4
Your recent battles have made you more aware of your surroundings than ever before, you seem to sense when a blow is incoming, and you react before the thought enters your mind. You seem able to dodge blows, not because of your speed, but, because you seem to be able to anticipate where they will be coming from. You have a sixth sense for trouble, you can just sense if it is coming.

Basic Heal: SP1
Prerequisites: Intelligence 4 and Dexterity 4
No, you are not a surgeon, or even a battlefield surgeon… but, you do know the basics of the Druchii (and, possibly, human) anatomy and enough to help bandage up minor battle wounds and, on the flip side, know the best places to strike at an opponent (belly wounds etc). Almost every Druchii knows how to look after themselves, but, you can do it even when the right equipment is not there… you also probably work out and watch how much you eat and drink.

Basic Stealth: SP1
Prerequisites: Shade OR Dexterity 4 and Intelligence 4
The ability to blend in with your surroundings… not only hiding from someone searching from you by blending into the shadows, but also blending into a crowd of people by looking inconspicuous and not attracting the wrong sort of attention, if you attract any at all. You have the ability to hold yourself motionless and to slow down your breathing, making yourself almost invisible with the right conditions.

Beastmastery: SP2
Prerequisites: Intelligence 4 and Dexterity 4 OR Wilderness Lore
All creatures great and small may be broken to the cause of the Druchii; those responsible for this are the beast masters. With a little bit of luck and a lot of skill you are able to break the creatures of the wild to your will. Obviously you would need to have equipment such as hobbles and muzzles and the ability to put this equipment on the creature in question, so hydras and manticores may well be out of the question. But all manner of animals can be taught simple 'tricks', such as to heel, guard, attack, or not chew on your leg. Your knowledge of beasts is also a help when it comes to facing them in battle, you know where to strike to cause the most pain and what attracts and repels them.

Blind Fighting: SP2
Prerequisites: Awareness
You are trained to operate in pitch blackness, whether as a result of natural environments or in terms of magical blindness (although you have probably never felt that effect) and, although your skills are not the same, you are better than someone without this skill. It is a mixture of anticipation, your own sixth sense and your skill with weapons.

Controlled Frenzy: SP2
Prerequisites: Khainite, Frenzy
The skill/ability that makes Druchii who get this far without their mind cracking the scariest fuckers you are ever likely to meet. The ability to turn their Frenzy on and off like a tap and, more, be in complete control whilst they are under the red mist makes them incredibly destructive in melee combat. They strike harder, faster and with more accuracy… the only bad think about any Frenzy is there is no thought to self defence, only the kill, and even this level of Frenzy cannot stop that.

Defensive Fighting: SP1
Prerequisites: Weapon Skill 4
The art of not being hit by your opponents in melee combat. This is not about parrying, that comes later in a melee combatant’s arsenal, this is the art of dodging the blows of your opponent and making him believe that you are going to attack him in a certain place, when you have no plan to, thus making you harder to hit. Also, this allows you to make snarky comments at your opponent’s expense about how hard you are to hit.

Disguise: SP1
Prerequisites: Intelligence 5 OR Dexterity 4
This is not just about looking like someone, it is about affecting their natural mannerisms and their attitude as well… although it is always helped with a little bit of makeup. Your character could be a natural mimic (Intelligence) or very good at copying how people move and act (Dexterity) or… you could be brilliant at both of them, making it hard for even people who know you to tell who you really are when you put your mind and effort into it.

Endurance: SP1
Prerequisites: Toughness 4
Your character, through many hard years of training, has enormous stamina and energy reserves, they are capable of fighting or running far longer than any other before exhaustion claims them, this also gives the character a small bonus to their overall durability to wounds as the training has made the Druchii exceptionally fit and in very good health. This is not natural resistance to damage and exhaustion which is covered by the toughness stat, with this skill your character has made a conscious effort to improve their stamina reserves so they can exercise harder and longer than their body could normally handle.

Evasion: SP1
Prerequisites: Dexterity 4
Your character is slipperier than an oiled-up fish doing the tango, when you start running there are few people in the world that can catch you as you slide down alleyways and sneak through houses, hiding in the most unlikely and awkward spots. If you’re the type to run away and live to fight another day, then this skill will help.

Forgery: SP1
Prerequisites: Intelligence 4 and Dexterity 4
Your character has learnt the art of mimicking signatures, seals and writing to the extent of being capable of replicating a sample almost flawlessly. This allows you to forge documents and pass permits, allowing you to wave a piece of paper and be granted access to places you would otherwise never be able to get into. Want a signed writ from the Drachau of Ghrond giving you round-the-clock access to the Convent of Sorceress’ bed-chambers? Then this is the skill you’ve been looking for. Things might get awkward though if somebody asks the Drachau about it.

Free running: SP2
Prerequisites: Acrobatics
This takes acrobatics to another level, want to leap effortlessly over rooftops, break fall onto the street from a ten meter drop or swing like a monkey from chandelier to chandelier? Then this is the skill for you, the daring, light footed and the downright mad. Most elves can climb a wall, few can do so as well as you.

Frenzy: SP2
Prerequisites: Khainite, Uncontrollable Frenzy
The Frenzy that has been bred into you during your training has become slightly more evolved, allowing your character minor control over it… your character no longer has a hair trigger temper but, given enough stimulus, he will crack and unleash his frenzy on the cause of that stimulus. However, even when the red mist descends on your character, he has a little more control this time, he is stronger and fights more quickly, and his accuracy no longer suffers.

Graverobbing: SP2
Prerequisites: Urban Lore, Intelligence 5
You have taken your knowledge of the layout of Cities and towns one step further, along a dark path of secrecy and denial. Not only have you mastered the ability to pinpoint the location of graveyards and places of death within and around settlements, but you also know how to tell where the nearest lawmen are and know best how to avoid them. Once you know you are on your own, you've become a nab hand at digging up old corpses, be it for searching them for old buried treasures or other, darker reasons best left undiscussed.

Heal: SP2
Prerequisites: Basic Heal
You are a battlefield surgeon, or at least as good as one. I might not be able to work miracles but you know enough about the healing arts to give your patients a much improved chance of recovery. Conversely your knowledge of vital organs, major arteries, ligaments and other anatomical necessities has become almost subconscious making you more deadly than ever.

Masterful Endurance: SP2
Prerequisites: Endurance, Toughness 5
Not only is your character capable of fighting or running far longer than any other before exhaustion claims them, they can sustain even the most grevious of wounds and still keep fighting. They are not invulnerable and there is a limit to their toughness, but no matter how hard they push themselves and endure wound after wound, they still haven't found that limit.

Masterful Evasion: SP2
Prerequisites: Evasion, Dexterity 5
Further to just being able to run away without being caught, you are also able to hide from all but the most perceptive of foes in the most unlikely of places. If you're looking to become the master theif of the century, this skill will definately put you on the right path to not ending up in jail, or worse. Not only that, but when in combat you are a lot less likely to be hit, you've just built up a natural flare for avoiding attack.

Masterful Smithing: SP2
Prerequisites: Smithing, Dexterity 5 and Intelligence 4
The character is very experienced in the art of weapon crafting and blacksmithing, and can turn even the most unlikely of items into something all together more lethal. The character can perform war gear repairs in the field, and given enough time and resources can create master crafted weaponry to rival that of most blade makers.

Masterful Stealth: SP3
Prerequisites: Shade and Stealth OR Dexterity 5, Intelligence 5 and Stealth
Want to hide on the high ceiling of the Temple of Khaine, whilst hanging upside-down, silhouetted against the ceiling by a hanging chandelier during one of the Temples most important rites? Well, this skill makes that less impossible than it would be otherwise. People find it almost impossible to recall details about you, so skilled are you at appearing to be just another face in the crowd and, due to your training, you can hide almost anywhere, see the above example.

Mounted Combat: SP3
Prerequisites: Dexterity 5, Strength 3, Weapon Skill 5, Ride, Acrobatics
Whilst someone with the ride skill can fire a crossbow from the back of a Horse, they cannot fire from the back of a horse whilst standing on their hands and using their feet to operate the crossbow… and they cannot hit a target at 50 paces whilst doing all this either. Your character is a consummate mounted warrior, more at home on a horse than they are on foot, or, at least, more effective when you are mounted anyway.

Poison: SP2
Prerequisites: Intelligence 4, Dexterity 4 and Basic Heal
A character with this skill knows which poisons do what, how effective they are, how they need to be applied (whether touch, ingested, airborne etc) and can coat their weapons with those that require a break in the skin to be effective. Anyone can smear poison on a blade but a true poisoner knows how to make the most of it. They also, by dint of knowing about the poisons, know the antidotes, if any, and can manufacture them using a bit of the poison they are using in the first place. Killing someone with Poison is not honourable… but, since when have Druchii cared about honour?

Precision Fire: SP1
Prerequisites: Weapon Skill 5 and Dexterity 4
The skill of putting your shots EXACTLY where you want them to go, rather than where random fate wants you to put them. That painted target on a tree 300 metres away? Easy. With a Gale Force Wind blowing at the same time? Relatively Easy. Whilst being attacked by a shed load of Orks? Moderately Difficult. But, if you did not have this skill, they would be almost impossible on their own, rather than something you could, with the right conditions, do in your sleep.

Rapid Fire: SP1
Prerequisites: Weapon Skill 4 and Dexterity 5
The ability to have more arrows in the air at one time that anyone without this skill. This skill does not affect the operation of a Repeating Crossbow that much, you can fire as fast as you press your finger on the trigger but, it does allow you to direct them slightly better, because you know how fast you are going to be firing. For those unusual Druchii that use Crossbows or Bows, this allows them to fire them faster than someone without this skill, although, a Crossbow will always fire slower than a Bow.

Ride: SP1
Prerequisites: Dexterity 4
The ability to ride whilst looking stylish. Which is to say, without falling off and being crushed under the hooves of a Druchii horse, the finest breed in the world. This does not confer the ability to ride a Cold One, only Druchii Nobles who have coated themselves with the secreted slime are able to do that but, with this skill, you are more likely to be able to fire a crossbow from the back of a Horse, rather than hanging on for dear life.

Smithing: SP1
Prerequisites: Strength 3, Dexterity 4, Intelligence 3
your character has some experience in weapon crafting and the smithing of items such as shields and armour. Given enough time and resources, they can craft what was once a lump of steel into a combat efficient piece of gear. The character is also readily able to perform small repairs to get rid of battle damage.

Sniper: SP2
Prerequisites: Precision Fire
This skill gives your character an in-depth knowledge of elven biology and how to manipulate it to your own ends, i.e. killing your target as quickly and quietly as possible. With this ability you can use your ranged weapon to kill an enemy in a single shot without them making the slightest sound, allowing you to murder enemies as stealthily as possible.

Stealth: SP2
Prerequisites: Shade and Basic Stealth OR Dexterity 5 and Basic Stealth
The conditions needed for you to escape notice are not as bad as they were at Basic Stealth, your character has learned from his mistakes and can now conceal himself in all manner of unusual places that will probably escape notice from anyone searching for you. Not only that, people you have met find it hard to recall what you looked like, or your mannerisms, or pretty much anything about you actually. This does not mean that they cannot, just that it will take them longer to bring your image into their mind.

Thievery: SP2
Prerequisites: Intelligence 4 and Dexterity 4 OR Urban Lore
Believe it or not there are those in the ranks of Vikarhs’ mercenaries with pasts even less reputable than the ones they lead now. Though they may have left that life behind them the ability to pick a lock or a pocket can still come in handy from time to time. Thieves also learn the most likely places for people to hide their valuables be they bags of gold or secret missives. Thieves who live long enough to move on also develop a knack for spotting and disarming traps.

Tracker: SP2
Prerequisites: Intelligence 4 and Dexterity 4 OR Wilderness Lore
Most shades can track, some are better than others and you are one of the best. Although usually more at home in the wilderness tracking is a transferable skill and you are now able to do it almost as well in a town as in a forest. This includes all traditional forms of tracking but your penchant for the hunt has also lead you to perfect other techniques, you can shadow someone like a spy and know what you are about when it comes to espionage. Blood hounds have nothing on you.

Two Weapon Fighting: SP1
Prerequisites: Weapon Skill 4 and Dexterity 4
The ability, and training, to wield two weapons at the same time, without them getting tangled up and causing you more trouble than your opponent would ever be able to. The two weapons that you wield must, normally, complement each other, which means that one must normally be smaller than the other, because you do not normally have the strength in your off hand that you have in your main hand. Having Ambidexterity means that you can wield two weapons of the same size in each hand. However, these weapons are limited to Medium Size or less (no Bastard Swords in each hand thank you).

Unarmed Combat: SP1
Prerequisites: Strength 3, Weapon Skill 5 and Dexterity 4
The ability to use your body as a deadly weapon, although, still more risky than going into a fight armed. This skill encompasses all the Martial Arts you have seen, as well as less glamorous, but still effective, brawling skills, such as a knee in the groin. Fighting Unarmed is not something to be proud of, your opponent with their 5 foot reach provided by their Bastard Sword is probably going to cut you open before you get close enough but… it does give you a fighting chance.

Uncontrollable Frenzy: SP1
Prerequisites: Khainite
The many beatings and drug remedies that are fed a Trainee of Khaine during his training… well… it slightly unbalances the Druchii mind but, like most forms of training, this has its benefits, even if it may take years to show as much. Your character has a hair trigger temper, even the slightest insults can cause you to snap and, when you snap, you snap big time. Your blows may come faster and stronger than normal, but, your accuracy suffers and your hits fall less often, such is the price to pay for such rage.

Urban Lore: SP1
Prerequisites: Intelligence 4
You just know your way around cities and, because of the Druchii mentality, a lot of their cities seem the same, and there are not a lot of them either, so you know where to go for information, and where to avoid going at certain times of the day or night. You give off the mannerisms of a native of any particular city, and can mingle, you do not attract too much attention, which most Druchii tend to like. You can find out many of the juiciest rumours just by asking, Druchii, against their better nature, seem to know you will not do them any wrong.

Wilderness Lore: SP1
Prerequisites: Intelligence 4
You are at home in the wild, even more so than a Shade who grew up in the Blackspine Mountains, you know the migration patterns of many types of animal, you know the best places to set up a trap, you can track with the best of them… the Wilderness is your home. You can recognise whether an animal is going to attack based on its mannerisms, you know whether to strike a fire or not based on your intuition of the area and much more.






WEAPON MASTERY SKILLS
These skills are known as Belak Iarstil, or the way of the sword. All Belak Iarstil skills have three levels, representing the progression of the character within that skill. However, only one path may be chosen.


Sariya Fencing (the way of the single sword): The mainstay of any highborn duellist, Sariya fencing is an elegant style of swordplay which strikes a balance between speed and power, it relies on deflective parries and dodges in defence and measured slashes with lightning-fast stabs in attack. This form of swordplay emphasises economy of movement to minimise wasted effort, and is probably the most technical of all the myriad forms of swordplay practiced in Naggaroth. A master of Sariya fencing will wait for their opponent to strike a clumsy blow, and when the foe makes this foolish mistake, they will find themselves without a sword in their hand, without the hand itself, missing a few other extraneous limbs and riddled with more holes than a Nauglir has teeth, all in the blink of an eye.

Sariya Fencing (1): SP2
Prerequisites: Weapon Skill 4 and Intelligence 4 OR Two Weapon Fighting)

Sariya Fencing (2): SP3
Prerequisites: Sariya Fencing (1) and Weapon Skill 5

Sariya Fencing (3): SP4
Prerequisites: Sariya Fencing (2) and Weapon Skill 6


Anarin Sarath (the way of sword and shield): Probably the most balanced of the advanced ways of the sword Anarin Sarath is an extension of the basic training given to all warriors so that they might serve their nation and king in battle. Although the style owes much to the techniques practiced by the majority of Druchii citizens during their levied service Anarin Sarath goes beyond them. Combining defence and attack with both sword and shield used equally for both Anarin Sarath is perfect for a warrior wishing to strike a balance.

Anarin Sarath (1): SP2
Prerequisites: Weapon Skill 4 and Toughness 4 OR Defensive Fighting)

Anarin Sarath (2): SP3
Prerequisites: Anarin Sarath (1) and Weapon Skill 5

Anarin Sarath (3): SP4
Prerequisites: Anarin Sarath (2) and Weapon Skill 6


Drukh Kaganth (the way of the greatsword): This is the path which is followed by the greatest number of devotees largely because of the focus placed upon it by the executioners of the temple of Khaine. Elegant as a Draich is in comparison to the two-handed swords favoured by lesser races it is never the less a heavy weapon and as such Drukh Kaganth seeks to end fights as quickly as possible, preferably through decapitation. Long looping strikes in perfect control to beat down an opponent’s guard coupled with strength and savagery make this a deadly art form.

Drukh Kaganth (1): SP2
Prerequisites: Weapon Skill 4 and Strength 4 OR Ambidexterity)

Drukh Kaganth (2): SP3
Prerequisites: Drukh Kaganth (1) and Weapon Skill 5

Drukh Kaganth (3): SP4
Prerequisites: Drukh Kaganth (2) and Weapon Skill 6


Suithenlu Khythan (the way of dual swords): Literally meaning ‘the subtle dance’, Suithenlu Khythan is most common among Corsairs and the shade clans, and is adapted from an ancient ritual duelling form developed by Khainite worshippers in lost Nagarythe. It focuses on speed and accuracy, striking at vulnerable spots aiming to kill a foe before they have a chance to retaliate. Deadly in cramped spaces where larger weapons are awkward to wield, Suithan (as it is commonly known) is the firm favourite of assassins for a very good reason.

Suithenlu Khythan (1): SP2
Prerequisites: Weapon Skill 4 and Dexterity 4 OR Two Weapon Fighting)

Suithenlu Khythan (2): SP3
Prerequisites: Suithenlu Khythan (1) and Weapon Skill 5

Suithenlu Khythan (3): SP4
Prerequisites: Suithenlu Khythan (2) and Weapon Skill 6






POWER OF MAGIC SKILLS
These skills are those not of mundane understanding, but of arcane ability. All characters can access the first level Power of Magic skills, but only Mage class characters can progress to levels 2 and 3. Only Mage class characters can select multiple magic lores, other characters can only ever have one skill from this section, if any.


Power of Aqshy (1): SP1
Prerequisites: Intelligence 4
You have a basic grasp of the principles involved in controlling the wind of Aqshy and thus the element of fire in pretty much all of its forms. You are not a battle field standard wizard, any attempts to conjure fireballs the size of horses are unlikely to end well for you (though you can try anything). This is the first step on a path to great power.

Power of Aqshy (2): SP2
Prerequisites: Mage, Power of Aqshy (1)
Your understanding of Aqshy has grown considerably and you can attempt greater feats of the arcane while tasks that were once difficult are easier. You are still unlikely to be able to set a house ablaze with a wave of your hand without accidently blowing your own head off but you are a force to be reckoned with.

Power of Aqshy (3): SP3
Prerequisites: Mage, Power of Aqshy (2)
You are an accomplished and skilled practitioner of your craft able to manipulate and conjure flames to considerable effect. You may not be able to obliterate regiments but you are one of the most powerful pyromancers in Naggaroth outside of the convents.


Power of Azyr (1): SP1
Prerequisites: Intelligence 4
You have a basic grasp of the principles involved in controlling the wind of Azyr and thus of heavenly forces in pretty much all of their forms. You are not a battle field standard wizard; any attempts to call down a comet are unlikely to end well for you (though you can try anything). This is the first step on a path to great power.

Power of Azyr (2): SP2
Prerequisites: Mage, Power of Azyr (1)
Your understanding of Azyr has grown considerably and you can attempt greater feats of the arcane while tasks that were once difficult are easier. You are still unlikely to be able to conjure a cascade of golden lightening without accidently blowing your own head off but you are a force to be reckoned with.

Power of Azyr (3): SP3
Prerequisites: Mage, Power of Azyr (2)
You are an accomplished and skilled practitioner of your craft able to manipulate heavenly forces of all kinds to considerable effect. You may not be able to summon a tornado but you are one of the most powerful astromancers in Naggaroth outside of the convents.


Power of Chamon (1): SP1
Prerequisites: Intelligence 4
You have a basic grasp of the wind of Chamon allowing you to manipulate metallic objects around you. You are not a battle field standard mage and you are limited in the number and range of objects which you can realistically hope to affect at any one time but there are plenty of things you can do with seemingly ordinary objects. This is the first step on a path to great power.

Power of Chamon (2): SP2
Prerequisites: Mage, Power of Chamon (1)
Your understanding of Chamon has grown considerably and you can attempt greater feats of the arcane while tasks that were once difficult are easier. There are still definite limits to your power but you are pushing them back steadily.

Power of Chamon (3): SP3
Prerequisites: Mage, Power of Chamon (2)
You are an accomplished and skilled practitioner of your craft able to manipulate metal to considerable effect. You may not be able to transmute whole regiments but you are one of the most powerful wielders of Chamon in Naggaroth outside of the convents.


Power of Ghur (1): SP1
Prerequisites: Intelligence 4
You have a basic grasp of the principles involved in controlling the wind of Ghur and thus of animals in pretty much all of their forms. You are not a battle field standard wizard; any attempts to boss around a dragon are unlikely to end well for you (though you can try anything). This is the first step on a path to great power.

Power of Ghur (2): SP2
Prerequisites: Mage, Power of Ghur (1)
Your understanding of Ghur has grown considerably and you can attempt greater feats of the arcane while tasks that were once difficult are easier. You are still unlikely to be able to transform into a manticore without accidently blowing your own head off but you are a force to be reckoned with.

Power of Ghur (3): SP3
Prerequisites: Mage, Power of Ghur (2)
You are an accomplished and skilled practitioner of your craft able to manipulate beasts of all kinds to considerable effect. You may not be able to convince the horses of an entire cavalry regiment that they are really sparrows but you are one of the most powerful arcane beast masters in Naggaroth outside of the convents.


Power of Ghyran (1): SP1
Prerequisites: Intelligence 4
You have a basic grasp of the principles involved in controlling the wind of Ghyran and thus of life energy in pretty much all of its forms. You are not a battle field standard wizard; any attempts to grow a forest in ten minutes are unlikely to end well for you (though you can try anything). This is the first step on a path to great power.

Power of Ghyran (2): SP2
Prerequisites: Mage, Power of Ghyran (1)
Your understanding of Hysh has grown considerably and you can attempt greater feats of the arcane while tasks that were once difficult are easier. You are still unlikely to be able to breathe life into a boulder without accidently blowing your own head off but you are a force to be reckoned with. SP1

Power of Ghyran (3): SP3
Prerequisites: Mage, Power of Ghyran (2)
You are an accomplished and skilled practitioner of your craft able to manipulate life energy to considerable effect. You may not be able to cure a city wide plague but you are one of the most powerful life mages in Naggaroth outside of the convents.


Power of Hysh (1): SP1
Prerequisites: Intelligence 4
You have a basic grasp of the principles involved in controlling the wind of Hysh and thus of light forces in pretty much all of its forms. You are not a battle field standard wizard; any attempts to out shine the sun are unlikely to end well for you (though you can try anything). This is the first step on a path to great power. SP1

Power of Hysh (2): SP2
Prerequisites: Mage, Power of Hysh (1)
Your understanding of Hysh has grown considerably and you can attempt greater feats of the arcane while tasks that were once difficult are easier. You are still unlikely to be able to conjure a bolt of sunlight hot enough to melt granite without accidently blowing your own head off but you are a force to be reckoned with.

Power of Hysh (3): SP3
Prerequisites: Mage, Power of Hysh (2)
You are an accomplished and skilled practitioner of your craft able to manipulate light of all kinds to considerable effect. You may not be able to banish greater daemons but you are one of the most powerful light casters in Naggaroth outside of the convents.


Power of Shyish (1): SP1
Prerequisites: Intelligence 4
You have a basic grasp of the principles involved in controlling the wind of Shyish and thus of death energy in pretty much all of its forms. You are not a battle field standard wizard; any attempts to drain the life out of a regiment are unlikely to end well for you (though you can try anything). This is the first step on a path to great power.

Power of Shyish (2): SP2
Prerequisites: Mage, Power of Shyish (1)
Your understanding of Shyish has grown considerably and you can attempt greater feats of the arcane while tasks that were once difficult are easier. You are still unlikely to be able to create a liche without accidently blowing your own head off but you are a force to be reckoned with.

Power of Shyish (3): SP3
Prerequisites: Mage, Power of Shyish (2)
You are an accomplished and skilled practitioner of your craft able to manipulate death energy to considerable effect. You may not be able to cause a city wide plague but you are one of the most powerful death mages in Naggaroth outside of the convents.


Power of Ulgu (1): SP1
Prerequisites: Intelligence 4
You have a basic grasp of the principles involved in controlling the wind of Ulgu and thus of shadow and darkness in pretty much all of its forms. You are not a battle field standard wizard, any attempts to blanket half an acre in impenetrable darkness are unlikely to end well for you (though you can try anything). This is the first step on a path to great power.

Power of Ulgu (2): SP2
Prerequisites: Mage, Power of Ulgu (1)
Your understanding of Ulgu has grown considerably and you can attempt greater feats of the arcane while tasks that were once difficult are easier. You are still unlikely to be able to cloak the sun in the sky with a wave of your hand without accidently blowing your own head off but you are a force to be reckoned with.

Power of Ulgu (3): SP3
Prerequisites: Mages, Power of Ulgu (2)
You are an accomplished and skilled practitioner of your craft able to manipulate and conjure shadows to considerable effect. You may not be able to blind whole armies but you are one of the most powerful shadowmancers in Naggaroth outside of the convents.






SECONDARY MAGIC SKILLS
These skills extend the magical ability of Mages into bettering their mundane skills as well. Only Mages with the appropriate level 2 Power of Magic skill can select them, making them very gifted skills indeed.


Battle Magic: SP5
Prerequisites: Power of Aqshy (2) and WS4
Fire is a very destructive force, the most destructive of all the eight lores. Control over fire can be a powerful weapon and mages of all abilities can use this to good effect in much the same way as large strong elf always makes an effective brawler. Battle magic does not reflect an increase your control over the wind or an increase in raw power rather it is a refinement and a focus which allows your spells to be more effective in combat. Where once you would have to lose control to even come close to such potential, now you control the fury of the fire. Offensive spells will be more likely to work, ranged spells will be more accurately aimed; just as a boxer will invariably beat an elf of similar size and build in a fist fight; so too are you made more deadly than ever by this skill.

Beast Whispering: SP5
Prerequisites: Power of Ghur (2) and Beastmastery
Your already impressive knowledge of the creatures of the wilds is bolstered by your intuitive magic link into that world. Using a combination of magic and traditional training you are able to break animals far more easily and to command them much more effectively once they are broken. With the power of Ghur on your side you are the equal of many a veteran beast master.

Heliomancy: SP5
Prerequisites: Power of Hysh (2) and Masterful Endurance
While all magical power derives from the realm of Chaos not all of it is steeped in evil, indeed the arcane winds are for the most part no more good or evil than the mundane breezes and hurricanes of the earth. Hysh though is purer than any other, as close to a force for good as Shyish or Dhar are to a force for evil. With this skill you have begun to master the energies behind this purity, the undead and daemons of the warp crumble before you. These dark beasts are not the only denizens of the ether however; spirits of purity can also be called forth by those who know how. You cannot banish or raise armies of such minions, you are only starting out on this road but already it is a potent tool.

Metal Mastery: SP5
Prerequisites: Power of Chamon (2) and Masterful Smithing
The Mage not only studies the art of bending metal to his will, but also that of smithing and weapon craft. Over time he has drawn his two arts together, and now given enough time and resources he can create deadly weapons from even the most mundane of objects. His power of the wind of Chamon amplifies his craft, making him one of the best weapon crafters out there. His knowledge of weapon craft and ability to control metal also allows him to hex his opponents weapons with greater effect.

Necromancy: SP5
Prerequisites: Power of Shyish (2) and Graverobbing
To take a life is one thing, to raise others to the level of undeath is quite another. You are able to seek out graveyards and places of death in even the most unlikely of places, and although the power of death is not absolute for you, given time you can raise zombies and skeletons, summon spirits and more. This is not to say that you can raise great armies or even war bands of undead minions, you are just beginning to master this craft but already it is a powerful tool indeed.

Shadow Mastery: SP5
Prerequisites: Power of Ulgu (2) and Stealth
After years spent studying the art of silent and invisible movement within the shadows, the Mage had learned to draw his practice in with his hold on the power of the shadows, combining the two to awesome effect. Where a Shade with such a skill can remain completely undetected in the shadows even as he moves, this Mage can move where he likes and take the shadows with him. There is no greater sneaker about, save for the deadly assassins of the Temple of Khaine. In fact, the Mage might even be one of them!

Wind Walking: SP5
Prerequisites: Power of Azyr (2) and Masterful Evasion
Magic opens the door to many things which defy the normal laws of physics and this is exemplified by this skill. Using the wind of Azyr you are able to defy the fact of your own mass and use conjured winds to float where you will. This is not flying as such and the energies involved ensure that it is not an efficient or quick way of travelling but wind walking can open new avenues. If you want to chase after that thief but cannot match him in climbing prowess as he scrambles and leaps over the rooftops you will find that this is not a problem for one who glides effortlessly through the air. Likewise, you are a adept at ascending out of harms way when the situation calls for it, and while far from indestructable you are certainly harder to hit!

Witch Doctory: SP5
Prerequisites: Power of Ghyran (2) and Heal
As well as studying the arcane power of life, the Mage has spent enough time learning how to bandage up wounds and stop infections to become quite a skilled healer. Now able to combine his two arts together, he can draw the life back into even a dying man if given the right time and resources, and minor wounds are hardly even noticed anymore as the Mage simply puts the flesh back in place with a few mumbled words of power.




Please Note:
If you think of any new skills and abilities not already included in the comprehensive list, please post your ideas here and we will discuss adding it to the list.


~ Drainial & Kinslayer, on behalf of all the RPG Moderators.

_________________
Moding a group of Druchii.net players is much like directing the musical 'Cats' using actual cats. Frustrating, difficult, chaotic but ultimatley satisfying and a great deal of fun.

Arch Deacon of the RPG forum
Gentleman of Moderation


Last edited by Drainial on Sun Feb 19, 2012 2:54 pm, edited 1 time in total.



Sun Sep 25, 2011 3:59 pm
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