Bor Mercenary

Sir Brad

Banded Mongoose
How Do All, working on a Bor Melee Class for the RPG, got about half a dozen disciplines. the class focuses around the use of Hafted Weapons (Axes, Hammers and other odd but effective implements of injury that can be confused for Axes & Hammers). So far I have the following Disciplines.

Might of Bor: when using Bor or Drodarin Hafted Weapons the Dwarf deals Double Damage.

Strength of Bor: the Bor may weld Drodarin Hafted Weapons one handed, if they posses this discipline and still wheeled their weapon two handed they add +1 CS.

Bor at Arms: the Dwarf is skilled in the use of Drodarin Hafted Weapons and receives +2 CS when employing them in Combat.

Hammer Throw: the Bor is skilled in throwing Hafted Weapons like Axes and Hammers and Chain Weapons like the Chain Hammer and Chain Axe and may do so at no CS penalty, If the weapon is deigned for throwing they receive a +2 CS bonus, even the Mighty Drodarin Hafted Weapons may be thrown but they are far from suited to the task and are done at a -2CS Peneilty if they posses the Strength of Bor Discipline otherwise the penalty is -4 CS, no other Disciplines can be used to off set this penalty or have any other beneficial effect.

Fellowship of Bor: for every Bor (Gunner or Mercenary) Character fighting at the characters side the Bor Mercenary receives a +1 CS bonus up to half their rank (Round down).

Battle Dirge: when in battle the Bor beguines to chant one of their people's ancient War Songs leading his companions in chorus, this lifts the dwarfs spirits and discipline and can be unnerving to their enemies, all other Bor Characters receive a CS Bonus equal to half Bor Mercenaries Rank (round down).

Athletics: for persons of their size the Bor can preform amazing feats of Endurance and Athleticism, able to march for weeks or run for days on end with little or no rest, lift astonishing weights and so on, they are even swift sprinters over short distances due to their economy of motion (but this last act tends to drain them of their energy quickly). when called upon to make a Athletics or endurance test they may add a bonus of equal to half their rank (round down) to the test.

those are the firm ones, others I'm thinking about are a Chain Weapon skill, a Dual Weld ability
 
Interesting skills, but apart from the emphasis on 'Drodarin Hafted Weapons', there is little that makes this character really stand out as a dwarf. It might as well have been any other race. Also, the use of throwing weapons does suggest a strong LotR influence, which you might want to down-play a bit.

Try to make it more dwarven per se - think of the combat styles a dwarf would need in their kingdoms, the skills they would need when battle Agarashi or raiders or Giaks, the things they are most likely to do in combat, etc etc.
 
Other Disciplines in contention for a place in the final three slots are

Forge Lore: Making Stuff, and with enough Ranks and good enough rolls even Fire Arms or Superior Arms and Armour. Basically to make a Weapon or armour the player needs to roll a tn of 5, to make a (+1) Superior Item add 5 to the TN or 10 for a +2. Making a Fire Arm has a basic TN of 10. Roll is modified by conditions and half the Characters Rank.

Fortitude of Bor: Add the characters Rank to any Disease or Poison resistance rolls (Alcohol is a Poison) and possibly attempts to render them unconscious.
 
It's back, and the final Discipline is

Dual Weld: the Bor Mercenary carrying two weapons may make two attacks every round against his chosen enemy or enemies.

I know it's a cop out but one I can live with, I'll tidy them all up and add some fluff and post as a full Character type.
 
How about Shieldmaster: The warrior knows how to use a shield to ward off attacks targetting his small frame. He gains twice the usual bonus associated with a shield when using one.
 
Working on old projects again, thought I'd post the crunchy bits by posting the CS & EP along with bringing together the Disciplines and posting the starting equipment.

CS: 10+0-9
EP: 25+0-9

Disciplines:

Might of Bor: when using Bor or Drodarin Hafted Weapons the Dwarf deals Double Damage.

Strength of Bor: the Bor may weld Drodarin Hafted Weapons one handed, if they posses this discipline and still wheeled their weapon two handed they add +1 CS.

Bor at Arms: the Dwarf is skilled in the use of Drodarin Hafted Weapons and receives +2 CS when employing them in Combat.

Hammer Throw: the Bor is skilled in throwing Hafted Weapons like Axes and Hammers and Chain Weapons like the Chain Hammer and Chain Axe and may do so at no CS penalty, If the weapon is deigned for throwing they receive a +2 CS bonus, even the Mighty Drodarin Hafted Weapons may be thrown but they are far from suited to the task and are done at a -2CS Peneilty if they posses the Strength of Bor Discipline otherwise the penalty is -4 CS, no other Disciplines can be used to off set this penalty or have any other beneficial effect.

Fellowship of Bor: for every Bor (Gunner or Mercenary) Character fighting at the characters side the Bor Mercenary receives a +1 CS bonus up to half their rank (Round down).

Battle Dirge: when in battle the Bor beguines to chant one of their people's ancient War Songs leading his companions in chorus, this lifts the dwarfs spirits and discipline and can be unnerving to their enemies, all other Bor Characters receive a CS Bonus equal to half Bor Mercenaries Rank (round down).

Athletics: for persons of their size the Bor can preform amazing feats of Endurance and Athleticism, able to march for weeks or run for days on end with little or no rest, lift astonishing weights and so on, they are even swift sprinters over short distances due to their economy of motion (but this last act tends to drain them of their energy quickly). when called upon to make a Athletics or endurance test they may add a bonus of equal to half their rank (round down) to the test.

Forge Lore: Making Stuff, and with enough Ranks and good enough rolls even Fire Arms or Superior Arms and Armour. Basically to make a Weapon or armour the player needs to roll a tn of 5, to make a (+1) Superior Item add 5 to the TN or 10 for a +2. Making a Fire Arm has a basic TN of 10. Roll is modified by conditions and half the Characters Rank.

Fortitude of Bor: Add the characters Rank to any Disease or Poison resistance rolls (Alcohol is a Poison) and possibly attempts to render them unconscious.
Other Disciplines in contention for a place in the final three slots are

Dual Weld: the Bor Mercenary carrying two weapons may make two attacks every round against his chosen enemy or enemies.

Starting Equipment: Superior (+1CS) Drodarin Weapon (Axe or Hammer), Chainmail Wastecoat
and two of the Following
Bor Pistol
Powder (six full charges) & Shot (Twelve)
Helmet
Meal
Potion of Lamspur
Rope
Sheild
Hammer
Axe

Also a belt pouch containing 20+0-9 GC worth of Coins.
 
Necro post!

So if you have both 'Might of Bor' and 'Dual Wield', you can make 2x attacks per round, each dealing 2x damage? That is pretty... over-powering, no?
 
Not really "Might of Bor" covers the large 2-handed Bor weapons, "Dual Wield" only works with single handed weapons.
 
However, if this same character also has the 'Strength of Bor' ability, the question becomes relevant again, yes?

-A
 
Sir Brad said:
Might of Bor: when using Bor or Drodarin Hafted Weapons the Dwarf deals Double Damage.
Sir Brad said:
Dual Weld: the Bor Mercenary carrying two weapons may make two attacks every round against his chosen enemy or enemies.

I have to quote you on your own character class? :P

Regardless of the 1H/2H distinction, it still comes down to 2x attacks dealing 2x damage...
 
While this may seem like nit-picking, this is exactly the sort of process we have to go through when designing new classes. Synergies in abilities must be looked at carefully to make sure there are no 'super combos' or broken powers.

I like the basic concept and many of the powers; we are just hammering out details now. :)

-A
 
See I know how things work in my head and have explained it to the Players in my group, a lot of the conditionals, like X works with Y but not Z or wile W is in effect, but it all gets a bit long winded.

ATM "Might of Bor" & "Strength of Bor" combo but are mutually exclusive to "Dual Wield", combing these up is a Epic level ability, for a rank 1-10 I'll have to throw together a Combo list.
 
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