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23:08, 26th April 2024 (GMT+0)

Blackmoor.

Posted by Basic NotesFor group 0
Basic Notes
NPC, 3 posts
Wed 18 Aug 2021
at 23:33
  • msg #1

Blackmoor

TalentsEvery character can choose ONE Talent amongst the following:  Additional ones cost 200 exp
Ambidextrous:fight with two one-handed weapons (at least one must be a dagger or short sword). When hitting a single opponent, you can do two damage rolls (one for each weapon and each of them will have an armour roll) while fighting with two opponents you can do an attack roll for each of them.
Animalfriend:no natural animal will attack you unless magically controlled.
Arcane:you can choose this Talent only if you have at least one point in a Magic special skill (Excluding Magic - Sorcery and Chaos Magic, that are more difficult to control). If you roll a double 6 when casting a spell, then you can roll 1d6 and, if the result is 1-4, the spell fails but you don't need to roll for catastrophic side effects.
  
Armour Training:+1 to all armour and shield rolls.
Attuned: you need at least one point of Magic Lore Special Skill. You can identify the main properties of a magic item you hold in your hand. The more powerful is the item the lower is accuracy.
Blessed:you need at least one point of Magic - Priestly special skill. You can use one extra divine power per day without extra cost.
  
Combat reactions:you can't be ambushed successfully and you don't suffer usual penalty when outnumbered up to 3 to 1. If outnumbered 4 to 1, the enemies gain a +1, if 5 to 1 they get +2, if 6 to 1 (maximum outnumbering for similar sized creatures) they get +3
Crack Shot:+1 bonus when rolling for damage with ranged weapons.
Dark Seeing:see at night and underground (monochrome and up to 20m - not available to Humans.
  
Familiar:hero has a normal, small animal as familiar, that can fllow simple orders
Fast Healer:recovers 2 extra STAMINA every day.
Fleet Footed:hero moves 3m in battle round instead of usual 2m, +4 on escaping rolls if on foot and moves up to 50% faster than normal for his race
  
Focus:to get this Talent you need to be able to cast spells, but not Sorcery nor Chaos Magic. You can endow a "suitable" item (usually a gem) by permanently sacrificing up to three points of MAGIC to your spellcasting Focus and receive up to +3 bonus to all spellcasting attempts and associated rolls (including casting failures and catastrophic outcomes) when casting while using your Focus. You can progressively sacrifice more MAGIC point to get a progressively stronger Focus. Sacrificed MAGIC points can not be recovered magically, but only by getting more Experience points. Creating a Focus takes time (a tenday for each MAGIC point sacrificed) and you can have only one Focus at the time. Your Focus is personal and using somebody else’s Focus requires passing a test of LUCK or go straight to the Oops table. Foci are highly considered in Blackmoor as their use was invented by Skelfer Ard, the White Wizard, to end the Mages Wars long time ago.
Hawkeye:+3 in all awareness checks that involve vision
Holy:you need a least a point of Priestly - Magic special skill. Once per day a priestly power has double effect
  
Knighted:this Talent can't be chosen by the player, but it is the consequence of attaining the knighthood after an official act of a King or Lord. Your minimum social class becomes 7 (whether or not you misbehave, but if you are stripped of your knighthood due to bad deeds typically you are back to social class 0). When elevated to knighthood, you receive any of the following, if you don't have them already: a melee weapon of good quality (often a Longsword), a Lance for mounted combat, a Chainmail Cuirass, a Large Shield and a Battle-trained Warhorse. If they are lost, they sould be replaced normally. People expects a special behavior from knights and often petition them for help against evil. If the character doesn't have enough XP when receiving knighthood, they have to go on quest secretly and come back only when they have enough experience to become full knight.
Learned:special bonus of +2 to all Knowledge tests, even if the hero has no point in the appropriare Knowledge Special Skill.
Light Sleeper:never surprised when asleep
  
Lucky:can repeat one failed LUCK roll every day, spending a single LUCK point for both. Second roll must be accepted. - available only to Humans
Natural Mage:you need at least one point of Magic - Wizardry or other styles of magic, apart from Magic - Sorcery or Chaos Magic, that are too difficult to control. You don't need to roll to cast a spell that has a cost lower than your points in the relevant Magic special skill.
Natural Physician:you need Healing special skill. A normal Healing roll cures 3 STAMINA, a double 1 restores 6 STAMINA and a double 6 only inflicts 1 damage.
  
Physical Empowerment:in one turn of meditation you can convert 2 STAMINA into 1 Magic Point.
Robust:eating a meal restores 3 STAMINA instead of 2 and sleeping restores 5 STAMINA instead of 4. Two meals and one sleep a day.
Silvertongued:all Con, Bargain, Etiquette or Leadership rolls have a +3 bonus
  
Solid Defence:if defensive or dodge options are chosen in combat, the hero receives an additional +2 bonus
Status:the character is part of a noble family. Minimum social status is 8 and you have a monthly allowance of 4d6 gold pieces without having no real duty apart from getting in touch with the character's family r their agent. This Talent can't be chosen by the player, but it's the consequence of a King or Lord elevating the character or a relative to a noble title. If the character doesn't have enough XP to get this Talent, the character will get the same privilege, but next advancement requiring XPs for that character must be the acquisition of this Talent. This often turns characters (especially non playing characters into lazy personalities.
Strongarm:+1 damage roll when brawling or using hand weapons
  
Survivor:can find food in the wild. In 2 hours can provide food, water and shelter just sufficient for one person for one day.
Trapmaster:+2 bonus to all rolls when traps are involved. It is usually used in conjunction with Trap Knowledge Special Skill.
Weaponmaster:can use every melee weapon without specific training. For every 3 points of the hero's best melee weapon special skill (rounded up), he can have one point in every other melee weapon special skill if he has no special skill in that
  
Templar:you have to be devoted to a specific deity. You can cast one (and only one) appropriate priestly spell once per day as if you had Devotion = 5. You don't need MAGIC points etc. to do this
Dark Veil:Something in your past shades your soul from the sight of demons and undead spirits, unless you take an aggresstive action towards them. A specific demon or spirit will be forever able to see you if you attack it once.
Natural Leader:hirelings under hero's sight make +4 morale checks and out of hero's sight but still under his direct command a +2
  
Magic Resistance:you are completely unaffected by all magic costing one point, whether good or bad
Clearsight:recognize illusions unless they are coming from deities
Entrepreneur:when running a business for profit (may it be a shop or a mecenary band) you get +2 on profit rolls
  
Packhorse:Hero can carry 20 normal items instead of 10, with +2 more for each point of Strength
Master Tactician:instinctive understanding of military tactics (+2 to related rolls)
Lighting Strike:in any combat where the hero is not surprised, his opponent does not cause damage if he wins the first round (normal rolls, but no damage is done by the opponent on the first round). This applies to the very first round of a combat, not the first round against an individual opponent, and only one opponent is affected

This message was last edited by the player at 20:59, Thu 19 Aug 2021.
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