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A Kingdom Divided

A RPG based on the setting of PoP 3, taking place roughly a century after the end of the unification wars
 
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 A Kingdom Divided : Rules and game mechanics

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Jing Ming
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PostSubject: A Kingdom Divided : Rules and game mechanics    A Kingdom Divided : Rules and game mechanics  Empty08.02.13 10:27

THIS THREAD IS OLD, GO HERE FOR THE NEW; https://popshadowwar.forumotion.com/t129-character-creation-and-rules








Hi. What you see here are the rules that ensure that the players' actions have fair results. There are rules for combat, rules for earning and spending renown, and any miscellaneous rules that we felt necessary to develop.

It is good to have a quick look on them, but you are not required to memorize them or Bookmark this page - this is a job for the GMs, and you will rarely see the inner workings of the system.

By the way, you're all invited to comment and suggest changes for them in the discussion mirror of the this thread.



A note on Order numbers: The number of player-characters, and the troops they command, are not the only troops of the Order. Most of each Order will likely be made up of NPCs. In the event of a large-scale war brewing, Order numbers will be clarified.

General RP Guidelines
Spoiler:


Last edited by Jing Ming on 10.02.13 13:46; edited 2 times in total
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PostSubject: Re: A Kingdom Divided : Rules and game mechanics    A Kingdom Divided : Rules and game mechanics  Empty08.02.13 10:28

Renown represents nearly any type of currency within the RP. This includes denars/money, personal charisma, fame/popularity, and influence. When your character gains anything from this list, it is up to you to create the story as to why/how they have gained it.

Starting Renown Note: PCs begin with 1 weapon of their choice, armor of their choice, Courser. Additionally, 120 renown is awarded to each new character which must be spent on troops alone. (Equipment for Adventurers is allowed.) In addition to this, another 50 renown is awarded which may be spent on either troops or additional equipment. If it is appropriate/necessary because of the character's backstory, that 50 renown may be used to purchase a Masterwork/Lordly piece of equipment, any horse save for Noldor/Ironbred/Netherworld horses, an Economic Asset, or a Village. This is 'discount' is only allowed if it is necessary because of the backstory, however.


Renown Costs

Equipment (Weapons)

5 Renown : New 1 Handed Weapon (Normal Quality)*
5 Renown : New Throwing Weapon* (set of 5)
10 Renown : New 2 Handed Weapon (Normal Quality)*
10 Renown : New Ranged Weapon*
10 Renown : Weapon Upgrade (Poisoned, Crushing) - Stacks with Masterwork
5 Renown : Weapon Upgrade (Keen or Balanced) - Does not stack
100 Renown : Weapon Upgrade (Masterwork) - Stacks with Poisoned / Crushing
5 Renown : Shield* (Reroll failed defence)
10 Renown : Large Shield* (-1 Enemy Ranged Skill, Reroll failed defence (rereoll twice against ranged)). May not be used while mounted.
' Shields may not be Upgraded.
* Characters may only carry as many weapons as it's sensible. GMs will judge the effects of the quantity. 3 weapons, or 2 weapons and a shield.

Equipment (Armour)

10 Renown : Light Armour (+1 WP) .
20 Renown : Medium Armour (+2 WP, -1 Speed )
30 Renown : Heavy Armour (+4 WP, -2 Speed)
60 Renown : Armour Special (Mettenheim) - (+2 WP, -1 Speed). May be purchased as light, Medium, or Heavy.
60 Renown : Armour Special (Barclay) - (+1 Speed). May be purchased as Light, Medium, or Heavy.
10 Renown : Armour Upgrade (Thick) - (+1 WP) - Does not stack with Lordly Upgrade
100 Renown : Armour Upgrade (Lordly) - (+1 WP, +1 Speed, + 1 Command Level) - Does not stack with Thick Upgrade


Equipment (Horses)

10 Renown : Mule (carries all your stuff everywhere!)
10 Renown : Courser*
15 Renown : Hunter* (+1 Charge, +1 mobility)
30 Renown : Larian Hunter* (+1 Charge, +2 mobility)
15 Renown : Light Warhorse* (+2 Charge)
20 Renown : Heavy Warhorse* (+3 Charge)
30 Renown : Armoured Warhorse* (+3 Charge, +1 WP)
40 Renown : Dragon Destrier* (+3 Charge, dragon bonus)
60 Renown : Ironbred Warhorse* (+4 Charge, +1 WP)
220 Renown : Noldor Horse* (+4 Charge, +2 mobility)
300 Renown : Netherwold Charger (+6 Charge, +1 WP, Free "Intimidation" Trait, horse does not get tired) - NPC characters will be suspicious of Characters mounted on these.
* Allows Character to Charge.

Assets
75 Renown : Economic Asset (mine, shop, pension, etc)- Grants the Wealthy Trait
100 Renown: Outpost: a simple watchtower with wooden walls. May be bought by several players in a joint effort, including players from different orders.
100 Renown : Village - First grants "Sir/Dame" title and Noble trait. Required for Estate
50 Renown : Estate - First grants "Baronet" title, required for Wooden Fort (150 Total)
100 Renown : Wooden Fort - First grants "Baron" title, 1 free Regular Warband (does not count against Command in defensive encounters), required for Stone Keep (250 Total)
250 Renown : Stone Keep - Grants "Count" title, maximum 1 per Player (500 Total)

Troops

7 Renown : Order Retainer
10 Renown : Order Knight
10 Renown : Adventurer (Customisable. Must be bought gear at 1/4 price rounding up. All Adventurers in the party must be uniformly equipped.)
11 Renown : Barclay Conquistador (Heavy charger cavalry)
11 Renown : Veccavian Knight (Medium cavalry with bows)
12 Renown : Mettenheim Forlorn Hope (Super heavy Infantry)
70 Renown: Galley
120 Renown: Barque


Last edited by Jing Ming on 23.05.13 3:13; edited 1 time in total
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PostSubject: Re: A Kingdom Divided : Rules and game mechanics    A Kingdom Divided : Rules and game mechanics  Empty09.02.13 2:15

Date and time keeping

Year: is counted from the founding of Pendor (0 AF). A year has 12 months. Months are divided by season: Green (Spring), Red (Summer), Yellow (Autumn), Blue (Winter).

Months: each season has three months. These are named thus: Primus, Secundus and Tertius.

Days: don't bother about that (although we're open for suggestions in this regard). Instead, we'd rather count by weeks: week 1, week 2, etc.

A pendorian year:

499AF, Green season, Primus
499AF, Green season, Secundus
499AF, Green season,Tertius

499AF, Red season, Primus
499AF, Red season, Secundus
499AF, Red season, Tertius

499AF, Yellow season, Primus
499AF, Yellow season, Secundus
499AF, Yellow season, Tertius

499AF, Blue season, Primus
499AF, Blue season, Secundus
499AF, Blue season, Tertius




Last edited by Jing Ming on 05.03.13 5:36; edited 1 time in total
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PostSubject: Re: A Kingdom Divided : Rules and game mechanics    A Kingdom Divided : Rules and game mechanics  Empty11.02.13 1:32

NPCs

Below you may find a list of samples of order knights, along with their equipment (and its effects). The numbers only reproduce the effects you are already familiar with (polearms vs. cavalry; cavarly vs. archers, etc.)

Adventurers (Note: This is initial purchase, they will vary with customization)
Heavy armor: +3wp -2speed
Sword-and-Shield: Roll Defense one more time

Forlorn Hope
Mettenheim heavy plate: +4 WP, -1 Speed. Not usable but characters with natural WP lower than 2.
2h Greatsword: cause 2 WP damage instead of only 1 WP

Mounted Barclay Conquistadore
Heavy armor: +3wp -2speed
Sword-and-shield: Roll Defense one more time
Lance: allows dogfights and "jousting" between horsemen
Heavy Warhorse +3

Dragon Knights
Plate armor: +3wp -2speed
Dragon Destrier +3
Sword-and-Shield: Roll Defense one more time


Dragon Drake
Medium armor: +2wp -1speed
Sword-and-Shield: Roll Defense one more time

Griffon Knights
Plate armor: 3wp -2speed
Sword-and-Shield: Roll Defense one more time
Lance: allows dogfights and "jousting" between horsemen
Heavy Warhorse +3

Griffon Foot Archers

Light Armor: +1wp
Bow: ranged, 1 WP damage
Sword-and-shield: Roll Defense one more time

Clarion Call Rangers
Medium armor: +2wp -1speed
Lance: allows dogfights and "jousting" between horsemen
Horse Archer: 2x Skill against unshielded opponents
Bow: ranged, 1 WP damage
Sword-and-shield: Roll Defense one more time.
Hunters +1: +1 mobility

Larian Outriders
Light armor: +1wp
Lance allows dogfights and "jousting" between horsemen
Horse Archer: 2x Skill against unshielded opponents
Bow: ranged, 1 WP damage
Sword-and-shield: Roll Defense one more time.
Hunters +1: +1 mobility

Radiant Cross Knights
Heavy armor: +3wp -2speed
2H Hammers: ignore enemy’s armor rating. Entire party gets -1 mobility.


Radiant Cross Plaguewardens
Medium armor: +2wp -2speed
Sword-and-shield: Roll Defense one more time
Crossbows: ranged, 2 WP damage. Double to-hit Skill against unshielded opponents. 1 round cooldown

Dawn Knights
Heavy armor: +3wp -2speed
Lance: allows dogfights and "jousting" between horsemen
Sword-and-shield: Roll Defense one more time
Heavy Warhorse: +3

Dawn Wyvern
Medium armor: +2wp -2speed
Sword-and-shield: Roll Defense one more time
2H Axes: cause 2 WP damage instead of only 1 WP

Eventide Knight
Heavy armor: +3wp -2speed
Lance: allows dogfights and "jousting" between horsemen
Sword-and-shield: Roll Defense one more time
Mace
Heavy Warhorse: +3

Eventide Ghilmen
Light armor: +1wp
Sword-and-shield: Roll Defense one more time
Horse Archer: 2x Skill against unshielded opponents
Bow: ranged, 1 WP damage
Hunter +1: +1speed

Shadow Legion Centurion
Heavy armor: +3wp -2speed
Sword-and-shield: Roll Defense one more time
Javelins: ranged, 2 WP damage, destroy shields with one hit
Ironbred Horse: +4. +1wp

Shadow Legion Marinus
Light armor: +1wp
Polearms: get double Skill points against cavalry, triple if they are charging

Silvermist Ranger
Light armor: +1wp
Sword-and-shield: Roll Defense one more time
Bow: ranged, 1 WP damage

Silvermist Halberdier
Medium armor: +2wp -1speed
Polearms: get double Skill points against cavalry, triple if they are charging. Deals 2 WP damage instead of only 1.

Ebony Gauntlet Knight
Heavy armor: +3wp -2speed
Sword-and-shield: Roll Defense one more time
Crossbows: ranged, 2 WP damage. Double to-hit Skill against unshielded opponents. 1 round cooldown

Ebony Gauntlet Hammers
Medium armor: +2wp -1speed
2H Hammers: ignore enemy’s armor rating. Entire party gets -1 mobility.
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PostSubject: Re: A Kingdom Divided : Rules and game mechanics    A Kingdom Divided : Rules and game mechanics  Empty16.02.13 14:56

Character creation: the Background

Spoiler:

Character Creation: the Stats

Spoiler:


Last edited by Jing Ming on 22.05.13 7:11; edited 1 time in total (Reason for editing : new rules)
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PostSubject: Magic   A Kingdom Divided : Rules and game mechanics  Empty09.05.13 8:44

Magic

Since we have varying tastes for the levels of magic present in the RP, we've concluded that any use of magic will require direct GM approval in each instance. Magic is a part of Pendor, with divine intervention, the Noldor, Snake Cult, etc. That said, many of us have expressed a preference for a more realistic fantasy. Hence the policy.

A key part is that it is required in each instance. Getting approval for fireballs out the eyes (and bolts of lightning out somewhere else...) would need to happen each time... it isn't a blank check for future use. Largely this is to help avoid any miscommunications about what magic ability has been approved and the extent of it, but it is also to help ensure we don't go overboard with frequency at any point.

If you'd like to discuss, please make use of the discussion thread. (Don't post here! Evil or Very Mad )
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PostSubject: Re: A Kingdom Divided : Rules and game mechanics    A Kingdom Divided : Rules and game mechanics  Empty22.05.13 6:22

Combat System

Weapons (stat version)

One-handed

Swords: the basic. Nothing fancy.

Daggers, knives, short-swords:
Quick: +1 Speed.
Short weapon: automatically loses the first initiative (due to the range). Repeat for every enemy the PC engages. Repeat if enemy already engaged decides to gain distance and disengage.

Fighting picks: great for close distances.
Awkward: -1 Skill.
Piercing: +1WP damage against mediuma and heavy armor.

Axes: heavier than a sword, but it also hurts more.
Shield breaker: a natural max (e.g. 6 in a 1d6) instantly breaks the opponent’s shield.
May or may not be short.
Slow: -1 to speed.

Morningstar:
Piercing: +1WP against medium and heavy armor
Slow: -1 Speed.

Maces, hammers and flails: slow, but great for one-hitting anything.
Clank: A natural max (e.g. 6 in a 1d6) automatically knocks target unconscious (and breaks a few of his teeth) if the hit lands.
Slow: -1 to Speed.

Two-handed

Glaive-like polearms:
Polearm: 2xSkill against cavalry. 3xSkill against charging cavalry.
Long weapon: always win first initiative roll. Always lose initiative for shorter weapons after that (unless you disengage and gain distance again).
Very slow: -2 to Speed.
Extra damage: 2WP damage

Spear-like polearms:
Polearm: 2xSkill against cavalry. 3xSkill against charging cavalry.
Long weapon: always win first initiative roll. Always lose initiative for shorter weapons after that (unless you disengage and gain distance again).
The length of this weapon allows you to reach the enemy before he reaches you.

Two-handed axes:
Shield breaker plus: any to-hit success breaks the opponent’s shield.
Very slow: -2 to Speed
Extra damage: 2WP damage.

Two-handed maces and sledgehammers:
Clank plus: any to-hit success knocks the opponent unconscious. Yes.
Very slow: -2 to Speed

Two-handed swords:
Long weapon: always win first initiative roll. Always lose initiative for shorter weapons after that (unless you disengage and gain distance again).


Ranged

Throwing items:
Multi: doubles as melee weapon (with -2 Skill due to lack of balance and poor design)
Shield breaker.

Bow: nothing special.

Crossbow
Reload: requires one turn cooldown to reload.
Extra damage: 2WP damage.

Weapon traits

So you see that some general weapon traits were added. Many of our fighting rules have been transferred to those traits in order to avoid excessive text. For instance, the 2x/3x polearm property against cavalry is now a trait, not a rule. As such, we (and you) are able to customize or create new weapons without the GMs having to rewrite the official rules or add exception upon exception. Another reason, as before, is to put more emphasis on strategy and teamwork. Here a handy list of the traits:

Polearm: 2x Skill against horsemen, 3x Skill if those horsemen are charging at you.
Short weapon: Always loses initiative against longer weapons. Wins initiative when the enemy is closer.
Long weapon: Always wins initiative against shorter weapons. Loses at closer distances.
Piercing: +1WP damage against medium and heavy armor.
Clank: A natural max (e.g. 6 in 1d6) knocks opponent unconscious if to-hit is successful.
Clank plus: Any successful hit knocks enemy unconscious.
Shield breaker: A natural max Breaks opponent’s shield, always.
Shield breaker plus: Any successful hit breaks opponent’s shield.
Quick: +1 to Speed.
Slow: -1 to Speed.
Very slow: -2 to Speed.
Extra damage: 2WP damage.
Awkward: -1 Skill.

Additional/customizable traits:
Improvised: -2 Skill (non-cumulative).
Keen: +1 WP damage (non-cumulative)
Balanced: if the to-hit roll resulted in a tie, roll again (non-cumulative).
Heavy: +1 WP damage, -1 Speed.
Masterwork: +1 WP damage, +1 Speed.


Armors and armor traits

Shield: roll defense one more time. Player may choose to assume defensive position behind the shield and earn bonuses against strikes made against him.
Pavese shield: immunity against frontal attacks from arrows and bolts. Heavy.

Light armor: +1 WP
Medium armor: +2 WP
Slow: cumulative with weapon heaviness.
Heavy armor: +4 WP
Very slow: cumulative with weapon heaviness. Can’t use bows due to stiffness of upper-body armor.

Barclay steel: lighter and stronger steel. [medium armors only]
Armors with “heavy” penalty become normal and lose their speed penalty. There are no full-body heavy armors in present-day Barclay - the quality of their steel is so high that they don't need it. Upgradeable.

Mettenheim design: superior smithing [heavy armors only]
+1 WP (total of +5 WP)

Upgrades and modifiers:

Rusty/damaged: -1 WP
Thick: +1 WP
Lordly: +1 WP, Command bonus. (non-cumulative)


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PostSubject: Re: A Kingdom Divided : Rules and game mechanics    A Kingdom Divided : Rules and game mechanics  Empty22.05.13 6:31

Character traits (stat version)

I was made aware that many traits were confusing. Now some of those traits have gone to weapons and armor, which now have much more importance (in the fights only). For all the other stuff you have the character traits.

This was made also to separate fighting and RP elements, although I didn't have much success in that. Hopefully things will be smoother and actually make sense now.

Poor (weapon): -1 skill.

Regular (weapon): the standard for all weapons. As an order member you’re expected to be as skilled as this level.

Good (weapon): +1 Skill

Exceptional (weapon) +1 Skill.

Master (weapon): +1 Skill.

Legendary (weapon): No bonus, but literally becomes a local legend.
Requires payment of 100 renown.

Quick hands: (RP only).

Quick feet: +1 Speed when on light armor or lesser.

Agile: +1 Speed.

Iron nerves: +1 WP.

Strong: (RP only).

Hidden weapon: allow the players to not inform the short weapon or weapons he is carrying.

Master smith: May craft complex stuff and assess the quality of any equipment.

Acrobat: feats such as climbing and not falling when someone bashes you.

Pyro: knows fires in all their varieties.

Pious: having drawn attention of one of the good gods, you are particularly resistant to the dark arts – e.g. poisons –, and more proficient in healing wounds.
Requires great in-game sacrifice to earn this.

Corrupted: having drawn attention of one of the dark goddesses (Azi Dahaka or Erida Occisor), you are particularly efficient when using the destructive arts – fires, poison, murders.
Requires great in-game sacrifice to earn this.

Herbalist: your healing works more efficiently. You’re also a good cook.

Poison maker: make deadlier poisons.

Trap maker: make a large assortment of traps.

Pack rat: at the cost of -1 Speed for each, you may carry additional weapons.

Beast repellent: while you look just like any other human, animals seem to be frightened in your presence. You can’t mount (but so
can’t your enemies if they’re around you).

Keen senses: the character is able to see, hear and smell better than most Pendorians. He also receives lower penalties in situations that deprive him of one of his senses.

Slave marked: he was a slave once, and the typical owner brand in his forehead or back is evidence of that.

Horseman: you can ride horses. Including the undead ones.

Survivalist: you known how to survive in the wilderness.

Urban survivalist: you known how to survive in cities.

Martial artist: despite the name, this trait means that the character is skilled in unarmed combat, even if he doesn't belong to Kamos Academy.

Resistant: the characters is more resistant to pain and injury than most. Injuries that would maim a regular knight become simple wounds on him.

Unflapppable: the character is able to keep a steady mind under stress, and thus avoids psychological scars and traumas that would crush the lesser soldier (i.e. amnesia; afraid of death, etc. traits that a character may get after being knocked down or seeing terrifying things)

Command 1-10:
If you want to become a leader instead of a lone wolf, you should definitely invest in these, as they affect the complexity and number of orders you can give in a skirmish.

Scar 1-10:
Each level represents a major scar in one’s body. They are permanent. Characters with scars receive relation bonus with military NPCs (symbolizing the prestige of surviving a death wound) and proportional negative relations in diplomatic affairs, and also towards most nobles.

Amnesia : player has memory lapses.

Twisted ankle : becomes slower and less agile.

Broken arm : attacks and actions that use one arm fail more often.

Broken leg : player cannot run (horseback riding is ok, though).

Maimed (limb): during one of his battles the character has lost a limb. Permanent and cannot be cured.

Blind : one of the player’s eyes was damaged during a fight. Permanent.

Lost an ear : lost an ear. Keen senses become regular senses. Permanent.

Demonic curse : he was hit by a demonic weapon and survived. The strike has left a scar that has a faint red glow. Its effects are unknown, but religious NPCs tend to consider the character’s survival either a miracle or a curse.

Ill: battlefields are a great places for transmitting diseases. After falling on a puddle of blood and dirt with your body full of open wounds, the character has contracted a debilitating disease. Can be cured easily.


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PostSubject: Re: A Kingdom Divided : Rules and game mechanics    A Kingdom Divided : Rules and game mechanics  Empty22.05.13 6:44

Character backgrounds (stat version)

Please remember that a background does not only refer to the character’s origin, but also his values and priorities. So, for instance, according to Red Player’s bio, he can be a noble, a scout and a master-of-arms. If he chooses to adhere to his noble education, you pick the Noble background. If he, despite being highborn, chooses the life of an army officer, you pick Master-of-arms. But if he clearly prefers riding, scouting and such adventurous stuff, pick Scout.)

Only the following backgrounds are available. Specializations can be made by getting the desired traits (for instance, an alchemist can get Herbmaster if he wants to follow the healing path, or Poisonmaker if he wants something more aggressive).

Alchemist
May heal people.
May spend 10 renown to create one of the following poisons.
Deadly powder: a few drops in a liquid kills the target.
Numbness: coated on a blade or arrow, which then blurs the senses of the target upon successful hit.
Booster: a potion that acts on the targets nervous system and increases the production of adrenaline and other hormones, making him run faster or fight better. Slightly impairs target’s reasoning.

Ranger
Exceptional in bow OR crossbow.
Survivalist skills
Trapper
Stealth

Scout
Proficient (=good) in polearms and bows.
Horseman
Tracking


Outlaw
Possible connection with the Red Brotherhood underworld (at the player’s choice)
Urban survivalist skills.

Seaman/seawoman:
Stellar navigation (RP only. Works on dry land too).
Seamanship (RP only)
May spend all starting renown on a ship.

Adventurer
A jack-of-all-trades that has been everywhere and done everything.

Pick one extraordinary item, weapon, or horse at character creation
OR
Get 3 free traits instead of the usual.

Slave

+1 WP.
Branded (RP only)
Player may choose to resist all kinds of intimidation (RP only)

Master-of-arms
Good proficiency in all weapons.

Noble
Start with proficiency in sword and crossbow. Get a free horse.
Noble knowledge (heraldry, customs, geography)

Commoner
Start with proficiency in polearms and archery.
Commoner knowledge (farming, fishing, woodworking)

Scholar
Terrible proficiency in all weapons (-2 Skill)
Scholar skills (lore, history, heraldry, engineering, languages, royal law)
Fast learner: if able to witness their use calmly, he mimics non-combat skills of other characters (for example: poisonmaking, healing, pyro, smithing, etc.). This ability has no cap.

Priest
May influence commoners and act as local authority in uncivilized regions. Beware of persecution by enemy priests.

Merchant
Naturally wealthy.(RP only)
At least one lord is in your pocket, and at least one other wants you dead (RP only)
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