Difference between revisions of "Heroism (sage study)"

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[[File:Heroes (sage study).jpg|right|525px|thumb]]
 
[[File:Heroes (sage study).jpg|right|525px|thumb]]
'''Heroism''' is a personal philosophy that quests 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.
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'''Heroism''' is a [[Sage Study|sage study]] in the [[Sage Field|field]] of [[Leadership (sage field)|Leadership]], identifying a personal philosophy that quests 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.
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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 unequaled 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.
  
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.
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== Sage Abilities ==
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The [[Sage Ability|sage abilities]] below are those acquired by a character through the study, according to status.
  
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=== Amateur Status ===
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*'''[[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]].
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*'''[[Presence (sage ability)|Presence]]''': be recognized as an unusual presence in a room, providing respect or fear depending upon the character's [[Charisma (ability stat)|charisma]].
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*'''[[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.
  
== Amateur ==
 
:*'''[[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]].
 
:*'''[[Presence (sage ability)|Presence]]''': be recognized as an unusual presence in a room, providing respect or fear depending upon the character's [[Charisma (ability stat)|charisma]].
 
:*'''[[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.
 
  
== Authority ==
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=== Authority Status ===
:*'''[[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.
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*'''[[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 (sage ability)|Gain Patron]]''': the character is approached by a member of [[Court (institution)|court]], who offers to provide knowledge of errant beasts, capital and introductions to the powerful.
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*'''[[Gain Patron (sage ability)|Gain Patron]]''': the character is approached by a member of [[Court (institution)|court]], who offers to provide knowledge of errant beasts, capital and introductions to the powerful.
:*'''[[Inspire Song (sage ability)|Inspire Song]]''': following a public display of valour, the character is sung about, providing a reputation and other rewards.
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*'''[[Inspire Song (sage ability)|Inspire Song]]''': following a public display of valour, the character is sung about, providing a reputation and other rewards.
  
== Expert ==
 
:*'''[[Gain Rank (sage ability)|Gain Rank]]''': the character is invited to accept the responsibilities of rank, including parcels of land and a steady income.
 
:*'''[[Homage (sage ability)|Homage]]''': the character is offered the opportunity to commit his or her weapon to a greater liege in times of war.
 
:*'''[[Valiant Death (sage ability)|Valiant Death]]''': under certain conditions of victory, if the character dies in an act of self-sacrifice and survives raising or resurrection, great boons are the result.
 
  
== Sage ==
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=== Expert Status ===
:*'''[[Regency (sage ability)|Regency]]''': the character is offered a throne in the stead of a future ruler to young to take the position.
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*'''[[Gain Rank (sage ability)|Gain Rank]]''': the character is invited to accept the responsibilities of rank, including parcels of land and a steady income.
:*'''[[True Parentage (sage ability)|True Parentage]]''': the character's true parentage is revealed, who may potentially be members of royalty or perhaps supernatural beings.
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*'''[[Homage (sage ability)|Homage]]''': the character is offered the opportunity to commit his or her weapon to a greater liege in times of war.
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*'''[[Valiant Death (sage ability)|Valiant Death]]''': under certain conditions of victory, if the character dies in an act of self-sacrifice and survives raising or resurrection, great boons are the result.
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=== Sage Status ===
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*'''[[Regency (sage ability)|Regency]]''': the character is offered a throne in the stead of a future ruler to young to take the position.
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*'''[[True Parentage (sage ability)|True Parentage]]''': the character's true parentage is revealed, who may potentially be members of royalty or perhaps supernatural beings.
  
  

Revision as of 19:47, 6 July 2022

Heroes (sage study).jpg

Heroism is a sage study in the field of Leadership, identifying a personal philosophy that quests 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 unequaled 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.

Sage Abilities

The sage abilities below are those acquired by a character through the study, according to status.

Amateur Status

  • 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: be recognized as an unusual presence in a room, providing respect or fear depending upon the character's charisma.
  • 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 Status

  • 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: the character is approached by a member of court, who offers to provide knowledge of errant beasts, capital and introductions to the powerful.
  • Inspire Song: following a public display of valour, the character is sung about, providing a reputation and other rewards.


Expert Status

  • Gain Rank: the character is invited to accept the responsibilities of rank, including parcels of land and a steady income.
  • Homage: the character is offered the opportunity to commit his or her weapon to a greater liege in times of war.
  • Valiant Death: under certain conditions of victory, if the character dies in an act of self-sacrifice and survives raising or resurrection, great boons are the result.


Sage Status

  • Regency: the character is offered a throne in the stead of a future ruler to young to take the position.
  • True Parentage: the character's true parentage is revealed, who may potentially be members of royalty or perhaps supernatural beings.


See also,
Cleric Sage Abilities
Fighter Sage Abilities
Paladin Sage Abilities