new "Skills of the Mighty"

Sir Brad

Banded Mongoose
So Dragon Warriors Veterans, What "Skills of the Mighty" did you add? back in the day to keep the PC's coming back after rank 12-15?
 
I've found as both a Player and GM that after a bit the Sorcerer stops being interesting around Rank 10 because their is only one path to follow Calligriphy -> Alchemy -> Artifice, even with the addition of Wands the Skill and Power development stays the same. this lead to many parties taking Warlocks as their Caster of Choice despite the lower MP and Magic Stats. so to revitalize the Sorcerer and give them more variety I did the following.

As Knights & Warlocks they gain one "Skill of the Mighty" per Rank starting from 8th, but Artifice and Wand making become "Skills of the Mighty" (Artifice is Ranked), they can also learn Enchantment and a new ability called "Unbinding" that is a Disenchantment & Counter Magic skill. also added are new Spell Arcana.

Over the next few days I'll post the Skills and the rules for their implantation.
 
I was always partial to the Warlock ability to fabricate mystical swords, especially the vampire sowrd, had to be at least level 12 if I remember rightly...

(cannot remember the actual name of the ability because I gave them away to a mate back in the 1990's - what a loon!)

The biggest problem was not necessarily keeping the players still interested, although we all struggled to ascend above 12th level. I recall at the time one of my colleagues constantly playing nothing else but an assassin - whilst another was playing Elementalist. A couple of sessions turned into powerplays by these two, and the other players getting sick of having their characters suffer from the collateral damage and turned on them in a climatic battle.

(the assassin character quickly becoming over-powered through acquisition of various 'Skills of the Mighty' and artefacts, whilst the elementalist was too liberal with the use of spells/invocations which were lightning based and/or on the same scale as Tsunami in terms of effects, whilst on a quest to harness the powers of the Void!)

A great game, shame I gave the books away
 
the problem with a number of groups I was in was once you had "done the Sorcerer thing" or seen it done 2-3 times the Profession lost it's charm and no one did it again, our groups became the Obligatory Knight, Assassin, Two Warlocks and the fifth was usually either an other Knight or Assassin (we lacked Book 5 most of the time so no Elementalists).
 
I quite liked the sorcerer, and the mystic, the latter because of the 'psychic' abilities which kind of appealed to me at the time - simply because Dragon Warriors was the first game I came across to have psychic powers.

I always thought that the Sorcerer could probably do with more "Skills of the Mighty", though I guess the ability to create magic items and the repertoire of spells compensated.

Similarly the elementalist suffered, yet several of the higher tier/level spells were...imbalanced (?) compared to the sorcerer's spells. The most offensive held within the 'Void' element, which was only accessible by NPCs, players only got to access spells from the other four.

...Saying that Book five had a great adventure in which they found themselves against an elementalist using the powers of the void, whilst in control of a castle. I wouldn't say it was a dungeon bash, but it was thoughtfully laid out, and at the end the group had the option of using it as a base of operations. Not quite up there with the Elven Crystals (what was the name of that demi-god, was a total pain for the group...), but enjoyable nonetheless...

I recall having had to repair book four, simply because it was heavily used for the skills for other classes. Had to use Adhesive backing to stop the spine from tearing apart because of people wanting to create a 'conan' or 'thrud' type barbarian, or enhance the mystical ability (I used like creating Mystic characters - before book six came around and I played nothing but warlocks).

I would really like to see some more skills for certain character classes in the new release
 
OK! I've got some time up my sleeve and was going through some old posts, and I realised I didn't post anything of Substance with this, so I've decided to come back and post my Sorcerer skills, Now I realise the first lot (what players have called the Artifice Path or Standard path) is just a re-hash of how things roll in the Classic Rules (more or less) I'm Including them as a point of Reference and to point out that like other Classes the Sorcerer only gets one ability per rank instead of in fits & starts like in the Standard Rules. Now although Sorcerers get Calligraphy and Alchemy as per the Canon Rules starting from 8th Rank they get to pick their own skills (with some restrictions like pre-requisites and Rank minimums).


Code:
Artifice I (Talisman Construction)
Pre-Requisites: Calligraphy and Alchemy
Minimum Rank: 8th

A Sorcerer with this skill may construct Talismans and other Magical Items of a like nature and Power Level.


Artifice II (Amulet Construction)
Pre-Requisites: Calligraphy, Alchemy and Artifice I
Minimum Rank: 10th

A Sorcerer with this skill may construct Amulets and other Magical Items of a like nature and Power Level.


Artifice III (Ring Construction)
Pre-Requisites: Calligraphy, Alchemy, Artifice I and Artifice II
Minimum Rank: 12th

A Sorcerer with this skill may construct Rings and other Magical Items of a like nature and Power Level.


Wands
Pre-Requisites: Calligraphy and Alchemy
Minimum Rank: 8th

Acquiring this ability gives a Sorcerer the skill of Constructing Magic Wands as detailed in the Rules.


Unbinding (Disenchantment)
Pre-Requisites: Calligraphy, Alchemy and any one of Artifice I, Wands, Enchant Weapons I or Enchant Armour I
Minimum Rank: 10th

The Sorcerer may Unmake any Magical Item they themselves are able of Creating. In the case of Wands of their own construction they may reclaim any invested Magic Points.
a Magical Item (under the right conditions) can be "broken" relativity quickly and easily, but this is a very dangerous choice as it will unleash any cures and other magical defences laid in the Item in it's construction to defend against some one Unmaking the item at a later time, as well as the danger of unleashing large amounts of uncontrolled magical energy.
if the Sorcerer goes about the process of Unmaking an Item in the proper manner it takes a good deal longer (and is necessary if the Sorcerer wishes to reclaim any magic points invested in the construction of a Wand), roughly a Day per month spent in the initial construction of the Item, meaning Talismans take about a Week to unmake, Amulets a Fortnight, Rings how ever take between One and Three Lunar Cycles.

Next up: Enchantment and possibly other Spell Arcana
 
OK! part 2, I'm still editing the other Spell Arcana that include "Faerie Maicks" and some others, so although I intended to post them I won't for now, insted Enchantment.

Code:
Enchant Weapon I
Pre-Requisites: Calligraphy and Alchemy
Minimum Rank: 8th 

The Enchantment of Magical Weapons is an excellently Uncommon skill among the ranks of the modern Sorcerers, the Required Craft can not be learnt from Arcane Texts as can the ways of Artifice, to learn this ability the Sorcerer must seek out an Enchanter, that is an other Sorcerer who is capable of Enchanting Magical Weapons from them they learn the required skills. Their are exceptions to this the Master Artificer (A Sorcerer who has attained Artifice IV) or a Sorcerer who has mastered the Enchantment of Magical Armour (Enchant Armour III) posses the Arcane Knowledge to decipher the Texts and learn the required craft unaided.
Enchant Weapon I allows the creation of +1 Weapons and Ammunition.


Enchant Weapon II
Pre-Requisites: Calligraphy, Alchemy and Enchant Weapon I
Minimum Rank: 10th 

After unlocking the "Basics" of Weapons Enchantment a Sorcerer is capable of deciphering the Texts on their own and may progress to the higher levels of understanding creating more powerful Enchanted Weapons.
With Enchant Weapon II the Sorcerer may now Enchant +2 Magical Weapons.


Enchant Weapon III
Pre-Requisites: Calligraphy, Alchemy, Enchant Weapon I and Enchant Weapon II
Minimum Rank: 12th 

On acquiring this Craft the Sorcerer has reached the heights of Mastery of the Sorcerers Enchanters Art in the Modern Era.
Possessing Enchant Weapon III allows the Crafting of +3 Weapons.


Enchant Armour I
Pre-Requisites: Calligraphy and Alchemy
Minimum Rank: 8th 

As Enchant Weapon I, but applied to Magical Armours. 


Enchant Armour II
Pre-Requisites: Calligraphy, Alchemy and Enchant Armour I
Minimum Rank: 10th 

As Enchant Weapon II, but applied to Magical Armours. 


Enchant Armour III
Pre-Requisites: Calligraphy, Alchemy, Enchant Armour I and Enchant Armour II
Minimum Rank: 12th 

As Enchant Weapon III, but applied to Magical Armours.

Next: New Skills of the Mighty for Knights & Warlocks
 
Ok next bit some stuff for the Knights and Warlocks.

Code:
Knight Skills

Marksman

The Knight who possess this skill has become an expert Marksman with a Crossbow and is able to hit targets at range with much grater accuracy thanks to their keen eyes along with an understanding of windage, trajectory and Tension.  

A knight with this skill using a Crossbow has ranges of 0-50m/51-100m/101-325m, they also receive a +1 to their Armour Bypass Roll at Short and Medium Ranges and subtract 1 from their To Hit Modifier at Medium and Long ranges.


Weapon Mastery

A Knight who dedicates their life (or a significant portion of it) to the mastery of one weapon will effectively fight with a +2 Attack and +2 Defence Values with their chosen weapon, this Skill and it's bonuses dose not combine with the Main Gauche ability unless the Knight has Weapon Mastery in both weapons being used.


Full Plate Armour Fighting

The Knight has trained in fighting in Full Plate Armour, this is not the Plate Mail in use on much of Legend but a new and as yet not wide spared form of Armour, Full Plate Armour is the work of a few speciality trained Master Armourers and is normally only found in the possession of only Great Kings and the most Powerful and Wealthy High Nobles on the Continent, in the Kingdom of Albion (the only place in Ellesland where they can be found) their are less than a dozen suits of Full Plate Armour. In Albion their are a handful of Armourers capable of Maintaining the Armours and the Armourers with the Craft to forge them must be brought in from the Continent to preform Special Commissions. Even on the Continent Full Plate Armour is considered a valuable commodity equal in Value to lesser Magical Armours.


Full Plate Armour  AF 6  2000-4000F 00%/00%/00%

Combat Penalties
Untrained Knight or Warlock -2 Attack, -2 Defence
Barbarian  -4Attack, -4 Defence
Mystic or Assassin  -6 Attack, -6 Defence 
Sorcerer or Elementlist  -8 Attack, -8 Defence
All Professions  -8 Stealth 

Non-Custom Fitted Armour has a further -2 Attack -2 Defence & -2 Stealth



Warlock Skills

Weapon Group Mastery

Some Warlocks chose to dedicate themselves to the Martial aspects of their Profession sometimes at the expense of the Arcane, others form a deep and lasting attachment to a group of weapons and their associated weapons style, when this happens these Warlocks become Weapon Group Masters and their chosen Weapons group becomes Locked permanently, the Warlock receives a new "Empty" weapon group proficiency that takes two months to fill just as if the warlock was changing Weapon Groups.
 
Some interesting stuff there. The Sorceror skills look pretty cool. The marksman skill is useful, too.

The new full plate is an interesting concept, but personally I feel that existing plate armour on Knights is already essentially full plate late-medieval armour, anyway.
 
Resist Cold - For Northern Barbarians
This ability allows the character to resist cold environments and magic, with appropriate clothing they can operate in below freezing temperatures, operating normally without impediment, even without the appropriate clothing they can resist cold extremely well. They gain +2 Magic Defence against Cold and reduce cold damage by 1 point per Rank.

Resist Heat - For Desert or Tropical Barbarians
This ability allows the character to resist hot and arid environments and fire magic, with appropriate clothing they can operate in raging hot temperatures, operating normally without impediment; even without the appropriate clothing they can resist heat better than the average person. They gain +2 Magic Defence against fire and heat magic and reduce cold damage by 1 point per Rank.

Mounted Archery - For Horse/Camel Nomads.
Skilled at the use of the Bow from horse or camel back these warriors gain +1 while mounted with a bow (but never a crossbow).

Hunting
When a character is fighting a natural animal (e.g. A Bear, a Wolf, a Deer) he gains +1 to his Attack, to represent the characters skill in hunting natural creatures. This ability does no apply to magical animals or monsters of any kind.

Totemic Animals
Many Barbarian worship powerful natural forces, often these take the forms of animals. A Barbarian may choose a totemic animal when they are created, this creature gives them special abilities. The animal chosen must be appropriate for the characters homeland, you are not going to get a Tiger roaming in Albion or a Horse in the Mungoda Jungle. Players and GM’s should discuss the appropriate animal totem during character creation. Once chosen it cannot be changed. A player who chooses this option begins with two skill point to start with, if combined with Option 1) they have only one skill point at the start.


Wolf Totem
Rank 1 - +1 Perception
Rank 3 - Pursuit (Mystic Lvl 2) Once per Day.
Rank 5 - Wolf Call (Sorceror lvl 2) Once per Day.
Rank 7 - +1 Reflexes
Rank 9 - +1 Strength

Tiger Totem
Rank 1 - +1 Stealth
Rank 3 - Cat’s Paw (Element Lvl 1) Once per day
Rank 5 - +1 Perception
Rank 7 - Tiger Call (As Wolf Call) Once per day (1 Tiger)
Rank 9 - +1 Reflexes


Boar Totem
Rank 1 - +1 Health Point
Rank 3 - +1 Perception
Rank 5 - Fearlessness (Warlock Lvl 2) Once Per Day
Rank 7 - Boar Call (As Wolf Call) Once per day 1 boar
Rank 9 - +1 Strength

Bear
Rank 1 - +1 Strength
Rank 3 - +1 Health
Rank 5 - Might (Mystic Lvl 2)
Rank 7 - Bear Call (As Wolf Call)
Rank 9 - +1 Strength


Horse
Rank 1 - +1 Reflexes
Rank 3 - Movement Rate 12m or Run 24m per rnd
Rank 5 - +1 Perception
Rank 7 - Horse Call (as Wolf Call) Once per day
Rank 9 - Movement Rate 15m or run 30m per combat rnd

Bat
Rank 1 - +1 Reflexes
Rank 3 - Gains Darksight as per elf permanently.
Rank 5 - Bat Swarm (as Wolf Call) Once Per Day
Rank 7 - +1 Perception
Rank 9 - Flight (Air elementalist lvl 8) Once Per Week.

Spider
Rank 1 - +1 Reflexes
Rank 3 -Climbing (as per Assassin Skill)
Rank 5 - Spider Magic (Earth Elementalist lvl 2) Once per day
Rank 7 - +1 Perception
Rabk 9 - Summon Giant Spider (As Wolf Call) Once Per day

The magical abilities are from venerating the Totem animal, there will be Geas to maintain for example you must never harm any spider, eat only insects for a Spider Totem Follower, while a Tiger Totem character may have to wrestle a tiger into submission once per year at a tribal gathering. Its up to the GM, however if these Geas are not followed the Magic Ability is lost until the PC has quested to regain them.

An additional possibility it that the PC can shapeshift into the appropriate animal at Rank 10, taking on the skills of the relevant animal, as per a Potion of Transformation, this may occur on special days (full moon) or be a once per week ability or have a special condition, such as being reduced to 1 hitpoint. Berserking may or may not be compatible with this ability.

Simon
 
OK something for the guys that got shorted on their spell list and got no Skills of the Mighty, the Elementalist


Code:
Summon Elemental

The Elementalist may summon an elemental of any type they have Mastery in that Element (except Darkness, as if Darkness Elementals exist they do not head the call of Mortals), this may be done at any time as a 8MP spell or at the Elementals "Hour" for free, but if this is done the Elementalist may not recoup MP in that Element for that day. Included in this ability is the capability to communicate with any Elemental that they possess Lesser Mastery of that Element.
 
Back in the day we wrote our own skills for characters up to about level 100(!). Yes, we were power gaming teenagers...

Unfortunately the material we wrote has been lost many years ago.

Cheers,
Dan
 
OK on the Elementalist Abilities it calls for shifting your thinking on how their Elemental "Totems" work.
Code:
In the current Era their are three levels of Mastery, Basic or Lesser Mastery,  Mastery, Greater Mastery, Also known as First, Second and Third Mastery, their is Elementlist Lore that claims once their where even higher levels of Mastary to be attained but their secrets have bean lost to the ages. A starting Elementalist begins play with Mastery in any One Element (initially called their Primary Element) and has Lesser Mastery in the two adjacent Elements (Excluding Darkness).

Upon reaching 8th Rank the Elementalist begins to acquire or develop Skills of the Mighty at a rate of one per Rank, at Eighth Rank they can elect to learn to Summon Elemental Beings or learn First Mastery in the they do not already hold any level of Mastery in, this depending on the Elementalists Tradition often has a fanciful name like "Closing the Circle". starting at 10th Rank their choices become more diverse and include an elder form of Alchemy and attaining 2nd Mastery in additional Elements. from 12th rank they can begin to develop Greater Masteries.


New Basic Mastery (Closing the Circle) 
Pre-Requisites: Basic/Lesser Mastery in both adjacent Elements
Minimum Rank: 8th

The Elementalist gains a new Basic/Lesser Mastery (Secondary Element) and all the benefits and powers it conveys.


Summon Elemental
Pre-Requisites: Mastery in any one Element
Minimum Rank: 8th

The Elementalist may summon an elemental of any type they have Mastery in that Element (except Darkness, as if Darkness Elementals exist they do not head the call of Mortals), this may be done at any time as a 8MP spell or at the Elementals "Hour" for free, but if this is done the Elementalist may not recoup MP in that Element for that day. Included in this ability is the capability to communicate with any Elemental that they possess Lesser Mastery of that Element.

Next Acquiring new Masteries, Elder Alchemy and possibly new Elementalist spell lists.
 
Code:
New Mastery
Pre-Requisites: Mastery in any one adjacent Element and Lesser Master or higher in any other adjacent Element
Minimum Rank: 10th 

The Elementalist gains Mastery over an additional Element (in effect gaining a new Primary Element) and all the Powers, Benefits and abilities this entails, Including enhanced Magic Points and access to the "Mastery Spell List".

GM's Note: NPC Darkness Elementalists who gain Mastery in additional Elements may cast the "Untainted" versions of that Elements Spell List.


Elder Alchemy
Pre-Requisites: None
Minimum Rank: 10th 

A handful of Powerful and Learned Elementalists still practice an elder form of the Alchemy practised by Sorcerers in the modern era, but it is a dying art and may become a dead art in the next few generations (in fact for some Elementalists Traditions it already is a Dead Art). Where Sorcersous Alchemy is a drawn out and somewhat Scientific process the Elder Alchemy of the Elementalist is more Lore and Magic driven. A Sorcerer can go forth and purchase the Ingredient and other Consumables before retiring to their Costly Laboratory to spend almost an entire Calendar Month in mentally demanding Labor brewing potions, where someone who practices Elder Alchemy are always collecting their required materials (that often have to be collected at a specific time or in a ritual manner) so when the time comes they make a few last Trades (or if necessary percusses) and disappear to a Workshop set up at a Sacred Place to Brew or Craft their Positions, all this normally takes a Lurer Month, When not preforming the required rituals and preparations they busy themselves with tending the Sacred Space that is normally too far removed from Civilised parts to conduct normal business.

It costs the Elementalist a number of MP per day (when activaly brewing) equal to the Potions Rank (based on Sorcerer creation) to carry out the required rituals (or combined Rank if multiple Positions are being prepared) at the appropriate time based on the Lurer & Celestial Cycles. Especially in the case of the more powerful Potions the Elementalist may have to wait for specific Celestial events before they can attempt to brew them. An Elementalist may be working on a number of potions equal to half their Rank at any one time.

To acquire the necessary Tools and Ritual Paraphernalia to set up a Elder Alchemic Workshop costs from 2 to 20 Gold Crowns for the mundane tools and the raw materials needed to craft the Ritual Tools. their are no ongoing (monetary) costs associated with an Elder Alchemic Workshop as most items are foraged for or crafted by the Elementalist. Further it rarely costs an Elementalist Money to Brew or Craft a potion (GM's option for dramatic effect or Campaign Balance) but when it dose it is between 5% & 50% of what it costs for a Sorcerer to distil the same Potion. Elementalists can craft Potions as effectively as and of the same type as a Sorcerer Four Ranks lower. Also an Elementalist can not learn this Skill on their own they must seek out an other Elder Alchemist and receive instruction from them.
 
OK Revising Full Plate Armour Fighting for 2nd ed and adding some new Warlock skills


Code:
Knight Skills

Full Plate Armour Fighting
Pre-Requisite: Armour Expert
Rank: 8th

The Knight has trained in fighting in Full Plate Armour, this is not the Plate Mail in use on much of Legend but a new and as yet not wide spared form of Armour, Full Plate Armour is the work of a few speciality trained Master Armourers and is normally only found in the possession of only Great Kings and the most Powerful and Wealthy High Nobles on the Continent, in the Kingdom of Albion (the only place in Ellesland where they can be found) their are less than a dozen suits of Full Plate Armour. In Albion their are a handful of Armourers capable of Maintaining the Armours and the Armourers with the Craft to forge them must be brought in from the Continent to preform Special Commissions. Even on the Continent Full Plate Armour is considered a valuable commodity equal in Value to lesser Magical Armours.


Full Plate Armour  AF 6  2000-4000F 00%/00%/00%

Combat Penalties
Untrained Knight  -2 Attack, -2 Defence
Barbarian or Warlock -4Attack, -4 Defence
Mystic or Assassin  -6 Attack, -6 Defence
Sorcerer or Elementlist  -8 Attack, -8 Defence
All Professions  -8 Stealth

Non-Custom Fitted Armour has a further -2 Attack -2 Defence & -2 Stealth


Warlock Skills

Armor Expert
Rank: 8th

The Warlock can match the Knight in the wearing of Heavy Armours like Plate mail and can where any conventional Armour without penalty and further uses the Knights penalty when wearing Full Plate without dedcated training.


Knight, Barbarian, Assassin, Warlock skills

Grappling
Rank: 8th (1st for Assassins)
Pre-Requisite: Weapon Group VIII for Warlocks

The Warrior is trained in Grappling Combat and is familiar with a wide range of Locks, Holds and Throws that can often be more effective than normal unarmed combat or light hand weapons when fighting heavily Armoured opponents. when called to make a Reflexes test in Grappling Combat they may add their Evasion Bonus to the roll, when called to make a Strength test in Grappling Combat they may add their Attack Bonus to the Roll, in the event of a tied Opposed Test the Character with the Grappling skill is considered the winner due to their Training.

A Warrior trained in Grappling Combat may use their Unarmed Combat Damage and Armour By Pass including Strength Bonus and benefits from other advanced Unarmed Combat skills.

A Warlock must posses Weapon Group VIII to gain this skill, if he later switches to an other Weapon Group he losses the benefits of this Skill until it is reacquired.
[/code]
 
Back
Top