Difference between revisions of "Harden Commoner (sage ability)"
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* '''6th success''': add another h.p. to character's natural total; improve use of the hereditary weapon, so the character is -1 to hit; increase strength ability by 1 point. | * '''6th success''': add another h.p. to character's natural total; improve use of the hereditary weapon, so the character is -1 to hit; increase strength ability by 1 point. | ||
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In addition, once they have made four successful rolls, "comrades" no longer need to make a morale check before entering combat. Stats cannot be increased above 18. | In addition, once they have made four successful rolls, "comrades" no longer need to make a morale check before entering combat. Stats cannot be increased above 18. |
Revision as of 22:30, 13 August 2023
Harden Commoner is an amateur-status sage ability, in the study of Instruction, that enables the character to explain and motivate ordinary persons to accept the harsh realities of combat, understanding that most such persons have never faced such a threat in their lives.
Within the game world's social order, commoners are rarely given an opportunity to learn these skills. They might be ordered to do so, or the opportunity may be given freely. In the latter case, expect 80% to 95% will volunteer (5 x 1d4, +75%).
Thus the training requires a considerable shift in mindset, physical conditioning and skill acquisition. While commoners have a basic level of physical fitness from their labour-intensive vocations, actions such as running, marching and combat drills are very different; as students, commoners must build endurance, stamina and muscle strength.
For further instruction in combat beyond that given here, see train soldier-at-arms.
Training Process
Only a small amount of training is required per student, about 6 hours per week. In giving this training, one instructor is limited to managing up to 80 students per week (requiring 60 hours). Each group managed numbers eight persons who are trained in 2 to 3 hour time periods, who are then dismissed for a new group to be trained.
Once a week's training has occurred, the student makes a constitution check. If successful, the commoner improves as a combatant; if the check fails, however, no improvement occurs — and there is a 1 in 4 chance of the commoner refusing to continue the training. Those who continue may receive further training the next week.
Once the commoner has succeeded six times, he or she becomes a "comrade," or hardened commoner. In the interim, however, even some training is a benefit should the commoner be required to fight. As a reminder, commoners typically have one die for hit points (d6 or d8), zero experience, a morale of 10, a -6 non-proficiency penalty with anything except a familiar work tool (causing 1-4 damage), and an inability to use armour.
Benefits from Training
Each success produces a specific received benefit. In order, these are:
- 1st success: morale improves to 9; character learns how to hold and use a shield in combat.
- 2nd success: increase constitution ability stat by 1 point; reduce non-proficiency penalty to -5; they can wear a helmet in combat without being distracted by it.
- 3rd success: add 1 h.p. to character's natural total; become proficient with a club, causing 1-6 damage.
- 4th success: learn how to wear and fight in padded armour.
- 5th success: train in the use of the region's hereditary weapon (instructor's choice), so that the character is now -3 to hit with it.
- 6th success: add another h.p. to character's natural total; improve use of the hereditary weapon, so the character is -1 to hit; increase strength ability by 1 point.
In addition, once they have made four successful rolls, "comrades" no longer need to make a morale check before entering combat. Stats cannot be increased above 18.