Difference between revisions of "Heroism (sage study)"

From The Authentic D&D Wiki
Jump to navigationJump to search
m (Tao alexis moved page Heroes (sage study) to Heroism (sage study))
Line 1: Line 1:
 
[[File:Heroes (sage study).jpg|right|525px|thumb]]
 
[[File:Heroes (sage study).jpg|right|525px|thumb]]
 +
'''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.
  
Provides knowledge of heroes, both dead and alive, granting details of their lives and myths associated with their names. Essentially, the benefit is to be found in locating, recognizing or making associations between existing circumstances and the work that great persons have accomplished throughout the ages.
 
  
 
== Amateur ==
 
== Amateur ==
:*'''[[Recognize Hero (sage ability)|Recognize Hero]]''': allows recognition of great persons and celebrities.
+
:*'''[[Forfeit Self (sage ability)|Forfeit Self]]''': rush at an enemy haphazardly, drawing [[Attacking in Combat|attacks]] while sacrificing 4 points of [[Armour Class|armour class]], so that a designated ally can attack with +6 [[Roll to Hit|to hit]].
:*'''[[Studied Heroes (sage ability)|Studied Heroes]]''': a list of heroes about whom the character possesses knowledge.
+
:*'''[[Presence
<br>
+
:*'''[[Rash Action (sage ability)|Rash Action]]''': attack a creature with at least twice the character's [[Hit Dice|hit dice]] or [[Experience Level|levels]] in solitary combat and survive for three rounds, in exchange for twice the experience gained.
<br>
+
 
 +
== Authority ==
 +
:*'''[[Bestow Gift (sage ability)|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
 +
:*'''[[Marry a Princess
 +
:*'''[[Valiant Death
 +
 
 +
== Sage ==
 +
:*'''[[Regent
 +
:*'''[[Reveal True Parentage
 +
 
 +
 
 
See [[Cleric Sage Abilities]]
 
See [[Cleric Sage Abilities]]
 
[[Category: Needs Rewrite]]
 

Revision as of 17:12, 10 October 2021

Heroes (sage study).jpg

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.


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
  • [[Marry a Princess
  • [[Valiant Death

Sage

  • [[Regent
  • [[Reveal True Parentage


See Cleric Sage Abilities