Difference between revisions of "Train Soldier-at-Arms (sage ability)"

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'''Train Man-at-Arms''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Instruction (sage study)|Instruction]] which enables the instructor character to train [[Comrade|comrades]] or youngsters starting at the age of 13 to 20 years of age to become [[Man-at-Arms|men-at-arms]]. A youngster need not have accumulated any combat experience; a comrade, of course, has already accumulated 600 [[Experience (X.P.)|X.P.]] The time needed to train a comrade is typically 4 to 6 months, depending on the aptitude of the person. A youngster will require a period of one year. Would be men-at-arms who are older than 20 have gained too many bad habits to properly learn and must become a man-at-arms by becoming a comrade first.
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'''Train Soldier-at-Arms''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]], in the [[Sage Study|study]] of [[Instruction (sage study)|Instruction]], that enables non-levelled "[[Harden Commoner (sage ability)|hardened]]" [[Commoner (non-player character)|commoners]], or "[[Comrade (non-player character)|comrades]]" into [[Soldier-at-Arms (profession)|soldiers]] capable of using heavy armour and superior [[Weapons List|weapons]], such as [[Long Sword (weapon)|swords]], [[Battle Axe (weapon)|axes]], [[Mace (weapon)|maces]], [[Polearm (weapon)|polearms]], [[Bow (weapon)|bows]] and [[Crossbow (weapon)|crossbows]].
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Such training is made more freely available in times of war to comrades, but otherwise it's quite rare — particularly because weapons and armour must be made available at the trainer's expense. There's simply no way for a peasant to afford such things, nor the space needed for practice and manoeuvres.
  
During the training period the students must live in a compound that is controlled by an instructor. Healthy meals must be prepared for them and a sheltered wooden building, with beds and bedding, must be provided to enable the students to rest.
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== Training Process ==
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The physical conditioning that's needed, as well as discipline and combat skills, calls for a rigorous commitment lasting '''4 months'''.  Each stage, should the character survive the training, provides additional skills and benefits, even if no further effort is made after each stage. In each case, one instructor with this sage ability is limited to managing no more than the same 8 students over the entire training period.
  
=== Comrade Path ===
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=== 1st Stage: Rigorous Training ===
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This asks for intense conditioning to improve the character's strength, constitution and dexterity.  Running and sprinting, weightlifting, jumping and [[Scrambling (sage ability)|climbing]], [[Grappling (hand-to-hand)|wrestling]] and [[Unarmed Combat (sage study)|unarmed combat]] are all part of the training.  A total of 250 hours training is pressed into the space of 1 month.  Weapons training does take place, but hasn't the time to give an effect over this period.
  
Rigorous Training: the first month of training requires 25 full days of effort, a total of ten hours a day. Two hours in the morning are spent in gaining two [[Weapon Proficiencies|weapon proficiencies]]; four hours are spent hardening the body through physical effort; and the remaining time is spent in practice, with lessons in pummelling and grappling to improve the student's [[THAC0]]|. A single instructor is capable of managing up to eight students as they progress through these routines. The remaining time of each month is spent in rest and relaxation.
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During the training, the student makes four [[Ability Checks|ability checks]]: [[Strength (ability stat)|strength]], [[Intelligence (ability stat)|intelligence]], [[Wisdom (ability stat)|wisdom]] and [[Constitution (ability stat)|constitution]].
  
At the end of rigorous training, the character makes both an [[Ability Checks|intelligence check]] and a [[Ability Checks|wisdom check]]. If both checks fail, the student has suffered a [[Malady|malady]] and must roll to determine its form. There is a 40% chance the character will quit; if they do not, they may continue, having made no progress. If they again fail this rigorous training, they will quit and remain comrades.
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===== Results =====
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:* When a strength or a constitution check succeeds, the character gains 1 [[Ability Stats|ability point in that stat]] (to a maximum of 18). This is the only chance the character has to gain either.
  
Steady Training: During the second and third months, students may be staggered between those who are repeating rigorous training and those in steady training. In addition to continued weapons practice and physical effort, the students will learn the care of weapons, self-reliance and trust in others. With respect to the instructor, the student's [[Morale|morale]] will lower to 8 (but will remain standard with outsiders). The number of days required is reduced to 23 per month, with the instructor giving lessons only 8 hours a day. At the end of each month, the character makes both an intelligence & wisdom check, and if either succeeds, the character may count that month as completed. Only a failure for the first month gives a chance that the student will quit.
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:* If both the intelligence and wisdom check both fail, than the character has become injured, as indicated by a [[Malady Checks|malady check]].
  
Practice Training: the fourth month is spent almost entirely with exercise and drills. The student trains on their own, gaining confidence in their skills and have the benefit of the instructor nearby if needed. The student must continue to live within the compound and spend all of 23 days there, but the time is largely the student's to spend. Success is again determined as with steady training.
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:* So long as at least two checks succeed, the character's THAC0 improves from 21 to 20.
  
Once all four months have been completed, the student is a man-at-arms. Their morale is reduced to a 7 with respect to the instructor.
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:* If three checks fail, there is a 50% chance the character will quit.
  
=== Youngster Path ===
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:* If all four checks fail, the character must be dismissed from further training; he or she is unsuited to the tasks of war.
  
The primary difference is the amount of time spent. Three months, rather than one, are spent in Rigorous Training. Each month must be passed, and maladies rolled at every failure. More often than not, it is the instructor that decides if the student continues instruction, depending on the student's [[Ability Stats|ability stats]] and the severity of the malady.
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If multiple instructors are training soldiers at the same time, 8-person "maniples" (squads) are reordered after the first month, filling in where those have dropped out and using less instructors (the remainder can start new recruits in the 1st stage).
  
After these three months, students may be held back for one or two months in Practice Training, in an effort to let those who failed catch up (if everyone passes, no such hiatus will occur). One month of practice training, and only one at this time, may count towards the student’s training, if a successful roll is made. A success is not required, however, and students are often held back at this time to allow the class to reach the same level of training.
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=== 2nd Stage: Steady Training ===
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Over the next two months, a focus is placed on weapon mastery, familiarity with armour, formations, maneuvers and how to coordinate within their maniple.  Drill and discipline are constant. Students learn to take care of their weapons, participate in mock skirmishes and may even be thrust into a real battle if a shortage of trained recruits occurs. When the two months are completed, the character makes ability checks against their strength, intelligence, wisdom and [[Dexterity (ability stat)|dexterity]].
  
Steady Training then proceeds for five full months, all of which must be succeeded against. Each failure has a 1 in 6 chance of resulting in a malady. The instructor will usually dismiss any student at any time.
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===== Results =====
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:* The non-proficiency penalty for all weapons drops to -4.
  
The students then spend the rest of their time in Practice Training, needing two months of success to count themselves men-at-arms. A success at practice training, gained during the possible hiatus after rigorous training, counts towards this requirement.
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:* The character is capable of wearing and fighting in any armour.
  
Once all ten months have been completed, the student is a man-at-arms. They will begin their career with a standard morale.
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:* [[Negative Hit Points|Negative hit points]] are improved so that they won't die unless they're reduced to below -4 [[Hit Points|hit points]].
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:* If any check succeeds, the character's THAC0 is set at 20.
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:* When an intelligence or a dexterity check succeeds, the character gains a near-proficiency (-1 [[Roll to Hit|to hit]]) in a weapon of the instructor's choosing.  Whether or not the character makes these checks, he or she is fully proficient in the region's [[Hereditary Weapon I (sage ability)|hereditary weapon]].
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:* If the strength check is made, the character adds 2-3 hit points to their natural total.
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:* If the wisdom check is made, the character gains 1d4-1 points in each [[Sage Study|study]] found in the [[Sage Field|sage field]] [[Mastery at Arms (sage field)|Mastery at Arms]].
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:* If '''two''' checks fail, there is a 25% chance the character will quit.
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:* If '''three''' checks fail, there is 75% chance the character will quit.
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:* If all four checks fail, the character must be dismissed from further training.
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Regardless of the checks made, all characters at this level of training will suffer some form of '''malady''', so a roll is made on that table.
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=== 3rd Stage: Practice Training ===
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The fourth month is spent entirely with drills designed to improve reflexes and coordination, and with improving existing skills.  Efforts are made to combat the soldier's fear of battle with tales about the satisfaction of victory, enlivening of religious fervor and a sense of duty towards one's ruling monarch, one's officers and of course to one's fellow soldiers.  Competitions, such as jousting, along with fighting for one's honour, are encouraged between students.
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Only three ability checks are made, against strength, wisdom and constitution.
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===== Results =====
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:* Former near-proficiencies in weapons are improved to full proficiencies.
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:* Negative hit points are improved so that they won't die unless they're reduced to below -5 hit points.
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:* If the strength and constitution checks are both made, then the non-proficiency penalty for all weapons drops to -3.
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:* If the strength check is made, the character adds 1 h.p. to their natural total.
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:* If the wisdom check is made, the character gains 1d4-1 points in any study that the instructor is able to teach (instructor's choice).
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:* If all three checks fail, the character has improved their weapon use and negative hit points, but has performed a crime that causes the instructor to dismiss him or her as not worthy of being a soldier: murder, egregious theft, sacrilege or the like.  Usually the individual has fled by the time the crime is discovered.  Such persons often seek a future as an assassin.
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== Accommodations ==
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Those training to be soldiers are expected to live within the confines of the grounds, military or otherwise, with limited permission to leave.  Healthy meals are provided, along with a sheltered wooden building, beds and bedding, places for relaxation and also solitude.
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See [[Level Training (sage ability)]]
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[[Category: Sage Abilities]]

Latest revision as of 19:34, 14 August 2023

Train Men-at-Arms (sage ability)B.jpg

Train Soldier-at-Arms is an amateur-status sage ability, in the study of Instruction, that enables non-levelled "hardened" commoners, or "comrades" into soldiers capable of using heavy armour and superior weapons, such as swords, axes, maces, polearms, bows and crossbows.

Such training is made more freely available in times of war to comrades, but otherwise it's quite rare — particularly because weapons and armour must be made available at the trainer's expense. There's simply no way for a peasant to afford such things, nor the space needed for practice and manoeuvres.

Training Process

The physical conditioning that's needed, as well as discipline and combat skills, calls for a rigorous commitment lasting 4 months. Each stage, should the character survive the training, provides additional skills and benefits, even if no further effort is made after each stage. In each case, one instructor with this sage ability is limited to managing no more than the same 8 students over the entire training period.

1st Stage: Rigorous Training

This asks for intense conditioning to improve the character's strength, constitution and dexterity. Running and sprinting, weightlifting, jumping and climbing, wrestling and unarmed combat are all part of the training. A total of 250 hours training is pressed into the space of 1 month. Weapons training does take place, but hasn't the time to give an effect over this period.

During the training, the student makes four ability checks: strength, intelligence, wisdom and constitution.

Results
  • When a strength or a constitution check succeeds, the character gains 1 ability point in that stat (to a maximum of 18). This is the only chance the character has to gain either.
  • If both the intelligence and wisdom check both fail, than the character has become injured, as indicated by a malady check.
  • So long as at least two checks succeed, the character's THAC0 improves from 21 to 20.
  • If three checks fail, there is a 50% chance the character will quit.
  • If all four checks fail, the character must be dismissed from further training; he or she is unsuited to the tasks of war.

If multiple instructors are training soldiers at the same time, 8-person "maniples" (squads) are reordered after the first month, filling in where those have dropped out and using less instructors (the remainder can start new recruits in the 1st stage).

2nd Stage: Steady Training

Over the next two months, a focus is placed on weapon mastery, familiarity with armour, formations, maneuvers and how to coordinate within their maniple. Drill and discipline are constant. Students learn to take care of their weapons, participate in mock skirmishes and may even be thrust into a real battle if a shortage of trained recruits occurs. When the two months are completed, the character makes ability checks against their strength, intelligence, wisdom and dexterity.

Results
  • The non-proficiency penalty for all weapons drops to -4.
  • The character is capable of wearing and fighting in any armour.
  • If any check succeeds, the character's THAC0 is set at 20.
  • When an intelligence or a dexterity check succeeds, the character gains a near-proficiency (-1 to hit) in a weapon of the instructor's choosing. Whether or not the character makes these checks, he or she is fully proficient in the region's hereditary weapon.
  • If the strength check is made, the character adds 2-3 hit points to their natural total.
  • If two checks fail, there is a 25% chance the character will quit.
  • If three checks fail, there is 75% chance the character will quit.
  • If all four checks fail, the character must be dismissed from further training.

Regardless of the checks made, all characters at this level of training will suffer some form of malady, so a roll is made on that table.

3rd Stage: Practice Training

The fourth month is spent entirely with drills designed to improve reflexes and coordination, and with improving existing skills. Efforts are made to combat the soldier's fear of battle with tales about the satisfaction of victory, enlivening of religious fervor and a sense of duty towards one's ruling monarch, one's officers and of course to one's fellow soldiers. Competitions, such as jousting, along with fighting for one's honour, are encouraged between students.

Only three ability checks are made, against strength, wisdom and constitution.

Results
  • Former near-proficiencies in weapons are improved to full proficiencies.
  • Negative hit points are improved so that they won't die unless they're reduced to below -5 hit points.
  • If the strength and constitution checks are both made, then the non-proficiency penalty for all weapons drops to -3.
  • If the strength check is made, the character adds 1 h.p. to their natural total.
  • If the wisdom check is made, the character gains 1d4-1 points in any study that the instructor is able to teach (instructor's choice).
  • If all three checks fail, the character has improved their weapon use and negative hit points, but has performed a crime that causes the instructor to dismiss him or her as not worthy of being a soldier: murder, egregious theft, sacrilege or the like. Usually the individual has fled by the time the crime is discovered. Such persons often seek a future as an assassin.

Accommodations

Those training to be soldiers are expected to live within the confines of the grounds, military or otherwise, with limited permission to leave. Healthy meals are provided, along with a sheltered wooden building, beds and bedding, places for relaxation and also solitude.


See Level Training (sage ability)