Post by gloriousbattle on May 6, 2009 14:43:07 GMT -6
Okay, first off, this is NOT another skill/feat/whatever system to overburden the game. Instead, it is a bit of individual characterization that can be worked out between GM and player. Each trait is specific to a single character only. While each of these does grant the character a bonus, and sometimes quite a nice one, they are also intended to serve as adventuring hooks. I tried very hard to keep within the spirit of S&W, and create a nebulous metasystem here, rather than a boring list of "okay, you can choose 87.3 of the following skills, diplomat, herald, barber, raisin grower..."
Please give me any feedback, positive or negative.
Special Trait Rule
Each player character gains one special trait that is unique to that character. There are no special rules for this. The trait is something worked out between the game master and the player that gives the character an advantage, but also adds to his character development in some way. This may be a faithful henchman, a special type of knowledge or training, a minor magical item, a group of allies or relatives, or anything else the two can agree on. Note that the special trait is not simply a character bonus. It also comes with adventuring "hooks" of some type that the character should not be able to ignore. A few sample traits are listed below. These are only examples:
Heirloom of the Gnoll Wars: Arizan Caldoorn's family has a long military tradition. An ancestor of his was a great knight who fought in the terrible Gnoll invasions of the Heartland Kingdom. The male sons of the family have carried the Sword of Caldoorn (a +1 long sword) ever since. This weapon has a hilt carved in the shape of a manticore with tourmalines for eyes. Loss of the Heirloom would be a great disgrace to Arizan, whose family would disown him for it. He would take any risk to get it back, even if he later found and weilded a more potent magical weapon.
Scion of the House of Klendar: Jastyn Klendar is first son of the Baron of Klendar, who rules a castle and a few villages, and has in his service perhaps two hundred servants and a hundred men at arms. Jastyn's father gives him an allowance of a hundred gold pieces a year (he starts the game with this amount in addition to his standard wealth) and will host him and his friends if they are in the neighborhood. There is a 1 in 6 chance each year that the Baron will die, in which case Jastyn would succeed him. As long as he lives, the Baron can call upon his son for any service required, such as going to war, or on a diplomatic mission to another noble's castle.
Born Under the Midwinter Star: Grelmar the Wizard was born at the exact midnight of Midwinter's Eve, when the strange Midwinter Star burned with a green light. He has always been fortunate as a result (getting a +1 bonus to his saving throws and armor class, just for luck) but he feels, whenever the Midwinter star lights the sky, as if his life is somehow incomplete, and as if the star will some day ask some great deed of him. What this will be, Grelmar does not know (but we can be sure the game master will come up with something).
Taught By the Philosopher Agynostotle: Though he was trained as a soldier, young Stalginostes Razovar was given the best of schooling by his father, and studied under the great sage Agynostotle. As a result, Stalginostes can both read and write, and, if he studies at a library, he can once per week make a saving throw to determine if he has discovered special knowledge on any topic he chooses to research (provided the books are available, but they generally should be, if he is in a fair sized city, and if the information sought is not something that the campaign requires be kept hidden). His great learning may also allow him a saving throw to determine the origins or nature of strange items discovered (again, the game master's discretion applies).
Rorf the Loyal Hound: Rorf is a huge wolfhound (equivalent to a wolf) owned by Tolric the Cleric. The dog is completely loyal (never checks morale) and will serve Tolric to the death. He gains two hit points every time Tolric increases one level. However, Rorf is only as intelligent as an ordinary dog, and if given any complex command by Tolric, must make a successful saving throw to understand it. Tolric is very attached to Rorf, and should the big wolfhound die, he would be devastated, going into a killing rage against whoever killed the beast, and then suffering a -1 penalty to attacks and saving throws for the next year. Note the Rorf is an example of a special trait that could be very beneficial at low level, but would become more an more of a liability as the character gained in levels.
Trained By The Golden Heron Sword Masters: Kalvyn Whitefox was trained from youth in the Golden Heron school of swordsmanship. His mastery of this talent allows him to attempt a special parry against a single attack once per turn if he is wielding a longsword and fighting against another swordsman (the skill does not work against foes using other weapons). If he makes a successful saving throw, one sword attack per round can be parried. However, Kalvyn left the school under a cloud of dishonor (he will never speak of why) and, during any adventure, there is a 1 in 6 chance that another swordsman of the school (of a level equal to his own) will arrive at some random point, attempting to kill Kalvyn and avenge the slight.
Please give me any feedback, positive or negative.
Special Trait Rule
Each player character gains one special trait that is unique to that character. There are no special rules for this. The trait is something worked out between the game master and the player that gives the character an advantage, but also adds to his character development in some way. This may be a faithful henchman, a special type of knowledge or training, a minor magical item, a group of allies or relatives, or anything else the two can agree on. Note that the special trait is not simply a character bonus. It also comes with adventuring "hooks" of some type that the character should not be able to ignore. A few sample traits are listed below. These are only examples:
Heirloom of the Gnoll Wars: Arizan Caldoorn's family has a long military tradition. An ancestor of his was a great knight who fought in the terrible Gnoll invasions of the Heartland Kingdom. The male sons of the family have carried the Sword of Caldoorn (a +1 long sword) ever since. This weapon has a hilt carved in the shape of a manticore with tourmalines for eyes. Loss of the Heirloom would be a great disgrace to Arizan, whose family would disown him for it. He would take any risk to get it back, even if he later found and weilded a more potent magical weapon.
Scion of the House of Klendar: Jastyn Klendar is first son of the Baron of Klendar, who rules a castle and a few villages, and has in his service perhaps two hundred servants and a hundred men at arms. Jastyn's father gives him an allowance of a hundred gold pieces a year (he starts the game with this amount in addition to his standard wealth) and will host him and his friends if they are in the neighborhood. There is a 1 in 6 chance each year that the Baron will die, in which case Jastyn would succeed him. As long as he lives, the Baron can call upon his son for any service required, such as going to war, or on a diplomatic mission to another noble's castle.
Born Under the Midwinter Star: Grelmar the Wizard was born at the exact midnight of Midwinter's Eve, when the strange Midwinter Star burned with a green light. He has always been fortunate as a result (getting a +1 bonus to his saving throws and armor class, just for luck) but he feels, whenever the Midwinter star lights the sky, as if his life is somehow incomplete, and as if the star will some day ask some great deed of him. What this will be, Grelmar does not know (but we can be sure the game master will come up with something).
Taught By the Philosopher Agynostotle: Though he was trained as a soldier, young Stalginostes Razovar was given the best of schooling by his father, and studied under the great sage Agynostotle. As a result, Stalginostes can both read and write, and, if he studies at a library, he can once per week make a saving throw to determine if he has discovered special knowledge on any topic he chooses to research (provided the books are available, but they generally should be, if he is in a fair sized city, and if the information sought is not something that the campaign requires be kept hidden). His great learning may also allow him a saving throw to determine the origins or nature of strange items discovered (again, the game master's discretion applies).
Rorf the Loyal Hound: Rorf is a huge wolfhound (equivalent to a wolf) owned by Tolric the Cleric. The dog is completely loyal (never checks morale) and will serve Tolric to the death. He gains two hit points every time Tolric increases one level. However, Rorf is only as intelligent as an ordinary dog, and if given any complex command by Tolric, must make a successful saving throw to understand it. Tolric is very attached to Rorf, and should the big wolfhound die, he would be devastated, going into a killing rage against whoever killed the beast, and then suffering a -1 penalty to attacks and saving throws for the next year. Note the Rorf is an example of a special trait that could be very beneficial at low level, but would become more an more of a liability as the character gained in levels.
Trained By The Golden Heron Sword Masters: Kalvyn Whitefox was trained from youth in the Golden Heron school of swordsmanship. His mastery of this talent allows him to attempt a special parry against a single attack once per turn if he is wielding a longsword and fighting against another swordsman (the skill does not work against foes using other weapons). If he makes a successful saving throw, one sword attack per round can be parried. However, Kalvyn left the school under a cloud of dishonor (he will never speak of why) and, during any adventure, there is a 1 in 6 chance that another swordsman of the school (of a level equal to his own) will arrive at some random point, attempting to kill Kalvyn and avenge the slight.