Difference between revisions of "Heroism (sage study)"
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Revision as of 17:14, 10 October 2021
Heroism is a personal philosophy that pursues a quest for reverence and glory through great risk, deeds and selflessness. The rewards for such actions are rapid experience growth, the personal worship of one's followers and fame. These are difficult ideals to express in the game system D&D offers. An attempt has been made to create "sage abilities" that encourage players to take certain actions in return for gains that could not ordinarily be obtained.
These abilities are open only to persons with knowledge points in Heroism. Such persons perceive reality differently from others. For example, the object of taking an action — say, killing a monster — is less important than how it is done, or how the deed is perceived. How brave was the combatant? How remarkable was the deed itself? Glory comes from unequalled victory, but also victory achieved with risk that is taken on behalf of others. Thus sacrifice, suffering and regard for others — which must take place in front of witnesses, that stories might be told — are also part of heroism's tradition.
Contents
Amateur
- Forfeit Self: rush at an enemy haphazardly, drawing attacks while sacrificing 4 points of armour class, so that a designated ally can attack with +6 to hit.
- [[Presence
- Rash Action: attack a creature with at least twice the character's hit dice or levels in solitary combat and survive for three rounds, in exchange for twice the experience gained.
Authority
- Bestow Gift: surrender a magical weapon or armour to a new player character or henchfolk, and regain the experience benefit of that item in exchange.
- [[Gain Patron
- [[Inspire Song
Expert
- [[Gain Rank
- [[Meet a Princess
- [[Valiant Death
Sage
- [[Regent
- [[Reveal True Parentage