The Woodsman now gets Evade Tracking at Fifth circle instead of Claw Shape. Claw Shape is fairly useless without Unarmed Combat, and didn't fit in with the worldview as we saw it. See Below for a description
Evade Tracking
The woodsman make an evade Tracking roll for every hour of travel. The effect roll now becomes the difficulty for the Woodsman to be tracked by someone using a Tracking talent such as Tracking, Air Tracking, etc. Reduce the step of the test by one for each additional namegiver whose tracks the Woodsman tries to hide, up to her Rank in Evade Tracking
Monks believe that true purpose of existence is to achieve oneness, an ideal form of existence where harmony between the physical, mental and spiritual is attained. They call this oneness Self. The monk holds the pattern of the world to be the truest expression of this and therefore, devote much of their early years studying it, through history and direct observation of the world around them.
The Quest for Self
A monk's progession through circles and their journeys in the world are one quest toward the achievement of Self
- the oneness that is total knowledge, mastery and control over their
being. The teachings of Climacus dictate that only the
experiences gathered through many journeys are the way to Self. In
fact, monks refer to all their travels and experiences as the Journey.
Whether a combat, sabbatical in a library or lengthy friendship, the
Journey is an outer symbol of the monk's inner quest for Self.
Monks and the Passions.
Monks do not worship passions until 7th
circle. We must first learn who we are, and then once we have
mastered our inner self we can begin to look toward the passions.
However, no monk will ever willingly become a questor, except in
times of great need. There have been monks who have opted to leave
their calling to become a questor, but at that time they must begin
from 1st circle as a new discipline, leaving behind their teachings
as a monk forever.
On Racial Restrictions
The races that can't be monks are orks and windlings. Windlings lack
the attention span, and orks are too emotional to complete the
training necessary to become a monk. It requires a great ability to
meditate for long periods. Human monks cannot use their versatility
talent, all their energies must be devoted to the final goal, the
mastery of self, spiritual, mental and physical. Monks cannot be
part of a multi-discipline character it divides the character's
devotion. The character must give up the monk discipline or leave
behind their previous discipline.
On the Staff of the Monk
Climacus, (pronounced clim-uh-cus) the first and only person to have ever attained 15th circle
mastery of oneness, carried with him a great staff carved with his
experiences. He marked his progression through by changing languages
at significant points in his quest. At first circle, upon acceptance
into the monastery as an initiate all persons are given a plain staff
made with true wood woven through it. The monk must also take two
points of permanent damage to make the staff a focal point for his
meditations. The staff is necessary for many rituals that the monk
practices. The monk must have the staff for his karma ritual, the
meditations ritual and to be part of the masters ritual of linking.
If the monk ever leaves the path of oneness he must turn the staff in
to the leader of the monastery he began his training at. The leader
of the monastery burns the staff in a ritual that signifies the
monk's leaving the way. If the monk chooses at a later date to
reenter the brotherhood he must begin again at first circle with a
new staff.
As the monk progresses through his training he carves his experiences and journey toward oneness on the staff. In honor of certain historical figures of the monks the staff is carved in different languages depending on the point the monk is at in his journey. At the initiate circles (1-3) the staff is carved in Dwarven in honor of Geotal Stoneheart, the first monk to create a monastery and accept initiates. A the disciple circles (4-6) the staff is carved in Human in honor of the Placedo, the first Human to ever attain status of a monk. He under went three trials one at each circle 4-6 to prove his devotion to the way of the monk and was finally allowed to become a true monk. It is not until circle 7 that the monk is considered a true monk. For circles 7 through 10 the staff is carved in elven, in honor of Landell the first disciple of Climacus. Then from circle 11 until circle 14 the monk leaves the monastery and becomes a seeker. The seeker period is a period of deep introspection and self-reflection, seeking for the Oneness, harmony between the mind, body and spirit. During this period the staff is carved with a written variation of the Obsidiman language. Obsidiman was not only chosen for its ability to express sublime ideas through the use of pictorial type writing that could not have been expressed in any commonly written language, but also in honor of Climacus the first monk and the only one to have ever attained mastery at 15th circle. Right before the scourge began he re-entered his life rock Ayodhya. It is rumored that it is his spirit that holds the pattern of the life rock together and is preventing the Triumph from fully tapping the life-force held within. The final carvings on the staff are written in an unknown language that has yet to be deciphered.
Concerning the Importance of the Staff
Even though the staves themselves are quite expensive, they are
rarely stolen. Since only monks carry the staves it is quite evident
that the staff was stolen. If a staff is lost or stolen a monk will track down the staff and
recover it at any cost. The monk's direct link to the staff as a
focus allows him to sense its general direction from anywhere. Any
monk who finds a staff in the possession of a non-monk will recover
it and return it to its rightful owner. The stories of what happens
to those who are caught stealing or dealing in stolen staves are
mostly rumors but it never ends well for the thief.
On Monasteries and the Ritual of Linking
The leader of a monastery is always a monk (circles 7-10). When a
monk becomes a leader of a monastery he is able to learn a special
ritual, the Masters Ritual of Linking. To complete this ritual the
monk must make a blood promise to protect the monastery and to accept
for training all who seriously seek the way. This ritual allows a
monk to communicate with a monk through his staff anywhere in the
area of the monastery (within 1/2 mile). This makes it especially
difficult for any attacker to successfully invade a monk monastery.
There are currently only a handful of monkish monasteries in Barsaive
since leaders are so hard to come by. Most monasteries have not only
monks but other Disciplines often come to train and learn with the
monks.
On Obsidimen and the Way of the Monk
Because of the unique relationship of obsidimen and the Liferock, the Way of the Monk seems
like a conflict with an obsidiman's ties with the earth. In order to
balance the call of the Liferock with the importance of the aims of
the Monk, an obsidiman seeking to begin the Journey must ask the
permission of his Liferock elders. The elders consider the merit of
the request by contemplating the obsidiman's deeds, words and beliefs
to that point. If they believe the obsidiman is prepared to undergo
such a quest and understands the gravity of what he is doing, they
allow the obsidiman to become a monk. The justification is that, if
successful, the monk's pattern strengthens and betters the Liferock
upon his reemergence. Therefore, the obsidiman's Journey varies
slightly in respect that his Journey for Self focuses on mastering
his pattern and his connection to the Liferock.
1st Circle | Karma Ritual
Steel Thought (D) Book Memory Avoid Blow (D) Silent Walk Acrobatics (D) |
9th Circle | Spend on Willpower, +1 Social Defense
Endure Cold Critical Hit Emotional Control |
2nd Circle | Martial Arts (D)
Durability (6/5) Anticipate Blow (D) |
10th Circle | +1 to Recovery test Step, +1 spell Defense
Dominate Arrow Safe thought (D) |
3rd Circle | Item History
Astral Sight |
11th Circle | +1 Physical Defense
Vitality Spirit Strike |
4th Circle | Meditation At fourth circle the monk gains the meditation
ability. This ability allows the monk to spend all of his recovery
tests. He must then meditate for one full hour, if interrupted all
the recovery tests are lost and no benefit is gained.
Chi Weaving (D) Tiger Spring |
12th Circle | Spend on Dexterity, +1 Spell Defense
Thought Link Life Check |
5th Circle | +1 Physical Defense
Willforce (D) Wound Balance |
13th Circle | +25 Max Karma, +2 Social Defense
Detect Influence (D) Detect Falsehood (D) |
6th Circle | The Monk can now spend Karma on tests based on perception only
Strengthen Spirit Disarm |
14th Circle | +2 Physical Defense, Spend on Strength
Multi-strike Vital Strike |
7th Circle | +1 Spell Defense
Swift Kick Resist Taunt (D) |
15th Circle | Steel Pattern This ability is the culmination of years of
meditation and training. The monk now has learned the connection of
the mental, physical and spiritual self. The monk can now make a
Steel Pattern test to resist any talent or spell that makes a direct
attack to the monk's pattern. Make the test versus the test result
of the talent or spell targeting the monk's pattern. This does not
require an action.
Aura Armor Seize Initiative |
8th Circle | Spend on Recovery Tests
Chi Healing (Fire blood) Poison Resistance (D) |
Karma Ritual:
The monk sits and meditates on his staff,
contemplating his existence and the ultimate harmony on mind, body
and spirit.
The Chi-Healing talent allows the character to make one of his available Recovery Tests in the middle of a Combat Round, substituting the Chi-Healing step for his Toughness step in the test. The character cannot make an attack in the same round he uses the Chi-Healing talent, but he may also still be engaged on the field of battle. Chi-Healing is the monk’s ability to manipulate his physical essence so that mental energy is able close small cuts and sterilize wounds partially healing the monk.
Martial Arts:
Characters use the Martial Arts talent to make impossibly graceful, leaping, spinning attacks. In combat situations, use Martial Arts for the character's Attack Test. Add the ranks of Martial Arts to the character's Physical Defense Rating for the rest of the Combat Round. Martial Arts can be used either bare handed or with the monk's staff. No other weapons are allowed.
Strengthen Spirit:
Strengthen Spirit allows the monk to use his will to reinforce his body, increasing the amount of pain he can withstand. The monk must meditate on his staff for one-half hour. The effect of Strengthen Spirit lasts for 12 hours. The character makes a Strengthen Spirit test versus his toughness step. If successful add the strengthen spirit rank to the wound threshold and add the effect step to the unconsciousness rating (up to a maximum of the character's death rating).
If the test fails the character immediately takes an amount of damage equal to his wound threshold including the resulting wound.
Emotional Control
This talent allows the monk to resist the effects of his emotions. The monk can increase his defense versus talents or spells that try to effect his emotions. Each emotion to be controlled must be purchased as a talent knack, such as fear, sadness, hatred and jealousy.
Seize Initiative:
The character makes a seize initiative test versus the target's spell defense. If successful treat the target's initiative result as 1 with respect to the monk. The target's initiative for purposes of any other opponent is unchanged. This talent can only be used in the first round of combat.
Steel Pattern:
Steel Pattern is the epitome of the monks training. At this point he has attained harmony of mind body and spirit such that he can not only sense when his pattern is begin manipulated or attacked but he can resist the effect. Steel Pattern allows the monk to resist any spell or talent that attempts to manipulate his pattern directly, such as Talent Shredder, Shatter Pattern or Horror Marks. To use Steel Pattern the Monk makes an effect tests versus the effect value of the spell or talent being resisted. If successful the Monk has avoided the effect.
It is rumored that Climacus ia able to use this ability to hold the life rock of Ayodhya together, and is preventing the Triumph from fully tapping the life-force contained within. Thereby, keeping the Obsidiman trapped within the liferock alive.
The leg sweep can be performed either unarmed or with the monks staff. The monk makes an attack test as normal. However, the target does not take damage but instead must make and immediate knockdown down test. Add the character's rank in Martial Arts to the target number.
Defensive Stance
The monk takes a defensive stance attempting to aviod all attacks directed at him. The monk cannot attack but can move while using this knack. Increase the monks physical defense by 3, in addition to the normal Martial Arts bonus. This is only effective against opponents whose intiative is lower than the monks. However, if the monk choses to forfeit his action in the next round the effect is carried over to the next round regardless of the monk's initiative.
Hold
This knack allows the monk to use his knowledge of physiology to hold an opponent immobile. The monk makes a martial arts test normally. A good success or better means that the monk has managed to grapple his opponent and immobilize him. The opponent can break out of the hold with a strength test using the result of the monk's attack test as the target number.
Break
This knack allows the monk to grapple an opponent and attempt to break a limb. The monk must first use the hold knack. The next round the monk can attempt to break a limb. Make a Martial Arts test as normal, on a good or better success make a normal damage test. On an armor defeating hit the monk has managed to break a limb, this causes an automatic wound in addition to the normal damage. The opponent is now at minus 3 steps to all actions requiring the use of that limb.
Target Pressure Point
With this knack the monk targets a pressure point to attempt to stun an opponent. The monk makes and Acrobatic Strike test as normal. On a normal success make a damage test minus 3 steps. On each success make a damage test minus 3 steps but the opponent is stunned for one round plus one round for each additional level of success. The monk must be able to reach a pressure point of some sort, such as an exposed head, hand, foot or arm. If there are no exposed areas add 3 steps to the difficulty of the attack test. A stunned opponent suffers a 2 step penalty to all actions for that round.
Directed Attack
The monk directs his attack at an exposed area on the opponent. The monk makes a Martial Arts test minus 3 steps. If successful the monk avoids the targets physical armor. Any magical armor is still effective.
Sense Presence
This knack allows the monk to use his heightened senses to sense when someone is about to surprise him. This knack allows the monk to make an anticipate blow test versus the opponents attack test. If successful it allows the monk to use any ability to avoid the blow. This talent is only effective versus physical attacks.
Graceful Fall
Graceful fall reduces damage from a fall. The monk must be able to touch a solid surface such as a wall or a tree. The monk would be able to use his acrobatic and mental abilities to reach such an object if it is within 10 feet from his point of origin. The monk uses his acrobatic ability and his mental and spiritual abilities to control his decent. For each damage test make an acrobatics test versus the damage step number. If successful reduce the damage step by the monks rank in acrobatics.
Momentum Throw
This knack allows the monk to use an opponent's own momentum against him. By means of careful timing and maneuvering the monk is able to avoid a blow and throw the opponent to the ground. To use momentum throw make an Avoid Blow test as normal. On a good success or better the monk not only avoids the blow but he throws his opponent to the ground. The target makes and immediate knockdown down test, but add the monks rank in avoid blow to the difficulty number.
Emotion
Each emotion that monk want to learn to control must be purchased as a separate knack.
Avoid Spell
Avoid Spell allows the monk to avoid the effect the spells that have either a physical or astral manifestation (to avoid an astral manifestation the monk must be using astral sight). To use think knack the monk must first make another astral sight test versus the spell casting result, if successful the monk has noticed the spell. Then make an avoid blow test versus the spell casting test. If both tests are successful the character voids the spell. The character can only use void blow once per round. The avoid spell knack if not effective versus blindsided attacks.
Monk's Staff
Maximum Threads: 1
Spell Defense: 19*
The staff has true wood woven through it. They are created for a
monk when he becomes an initiate in the bortherhood. The staff
serves as a focus for the monk, he records his experiences and
tribulations. As the monk progesses through his journey the staff
begins to strengthen from the mental and spiritual energy. Even
though the staff can be used as a weapon a monk will only do that in
the most dire of circumstances, since that means risking damage to
the experiences carved on the staff.
*The weaving difficulty for the monk who the staff was given to is 11.
Thread Ranks
Rank 1
Cost: 300
Deed: The monk must have attained 4th Circle.
Effect: The monk now can sense the direction and location of the
the staff as long as it remains on the physical plane. If the staff
is destroyed or transported out of the physical plane, the monk senses the
loss, but is now unable to sense any new information about the staff.
Rank 2
Cost: 500
Deed: The monk must have attained 5th Circle.
Effect: The staff is now more difficult to damage, it is now twice as
tough. The staff's damage step is now STR+5.
Rank 3
Cost: 800
Deed: The monk must have attained 6th Circle.
Effect: Monk's mental and spiritual link to the staff is
strengthened so that the monk knows immediately if anyone handles
the staff. The effect will be noticed as long as the monk is
conscious, even in sleep. The sensation will not interrupt the
monk's meditation if the monk chooses to ignor the warning.
Rank 4
Cost: 1300
Deed: The monk must have attained 7th Circle.
Effect: For one point of strain the monk can focus a small
amount of energy through the staff to cause the top to glow. The
light is the same intensity as a personal light quartz. This effect
will last for a number or hours equal to the rank of the thread woven
to the staff.
Rank 5
Cost: 2100
Deed: The monk must have attained 8th Circle
Effect: The monk can now plant the staff in the ground. Only the
monk can release the staff. To force the staff from the ground
without the monk's permission a person must make a strength test
where the target number is equal to the staff's spell defense plus
the rank of the thread woven to the staff.
Rank 6
Cost: 3400
Deed: The monk must have attained 9th Circle
Effect: For two points of strain the monk is able to sense the
surroundings of the staff within a 10' radius. These sensations
include sounds, climate conditions and the presence of living
beings. This does not include visual images, only the number of
beings and sentience is known. For example the monk would know that
there are 4 name givers and one animal, but he would not be able to
see who the name givers are or know their racee. This
effect lasts for a number of rounds equal to the rank of the thread
woven to the staff.
Rank 7
Cost: 5500
Deed: The monk must have attained 10th circle
Effect: In response to the use of The Master's Ritual of Linking,
the monk is now able to respond.
Rank 8
Cost: 8900
Deed: The monk must have attained 11th Circle, and the monk must
walk the Iota Spirit Path in Honor of Climacus and carve the
experience on the staff. This deed is worth 8900 LP.
Effect: While holding the staff the monk is now able to find better
footing. Add three steps to any test to avoid slipping, tripping or
falling down.
Rank 9
Cost: 14400
Deed: The monk must have attained 12th Circle
Effect: The monk can call the staff back to his hand through sheer
force of will. The monk must make a willforce test (see the table
for difficulty). If successful the staff will move a number of yards
per round equal to the result of the willforce test. The monk must
take a number of strain points equal the distance in yards divided by
100 to make the willforce test to begin the process. This process
requires the monk to concentrate on moving the staff. If the monk
is interrupted he must begin again using the staff's current location
to calculate strain and difficulty.
Rank 10
Cost: 23300
Deed: The monk must have attained 13th Circle
Effect: The staff is now more difficult to damage, it is now four
times as tough. The staff's damage step is now STR+8.
Rank 11
Cost: 37700
Deed: The monk must have attained 14th Circle
Effect: The monk can now store his thread rank in karma points
in the staff. The staff's karma can be spent on any test the monk
could normally spend on, but they are in addition to the normal
karma. To store karma the monk must transfer karma from his own
available karma pool. To transfer karma the monk takes one point
of strain and can transfer as many karma points as he has available,
up to the staff's maximum.
Rank 12
Cost: 61000
Deed: The monk must decipher the final writing on Climacus' staff.
This deed is worth 61,000 LP
Effect: The monk can create a circle of tranquility around the
staff. This has a great calming effect on those within 10 yards of
the staff. The monk makes a willforce test against the highest
social defense plus one for each additional being to effect. The effect
of Circle of Tranquility is to have a calming effect on those beings
targeted, but the exact effects are up to the GM. This
does not effect the undead, horrors or horror constructs.
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The Brithan Hunter Discipline stresses the hunt and the kill, particularly of the creature known as "Brithan". All Brithan Hunters are dedicated to ridding Barsaive of the brithan forever. Almost all Brithan Hunters wear armour made from brithan hide. Brithan hunters all possess ranks in the Brithan Lore skill.
The first and most legendary Brithan Hunter was the infamous Brithan Bill. He is considered to be responsible for making brithans extinct in many parts of Barsaive.
On the Inclusion of the Brithan Hunter
When discussing the Brithan Hunter, one must first address why its description is found in this work. As any Questor of Jaspree will tell you, the brithan is a near (if not totally) extinct animal. Although the Bearers of Akasha have an illustrious past, there is much controversy of the "Brithan Incident" of 27 Sollus, 1508. Although most vindicate their actions, Questors of Jaspree, beastmasters and some others lament the destruction of the two brithans. No brithans were seen for years before, and none have been seen since. In this respect, the legacy of the Bearers of Akasha is tied in with the legend of Brithan Bill and his legion of Brithan Hunters.
The Legend of Brithan Bill
No one knows where he is from. Some say he came from the Wastes, with a Brithan head in his right hand and his harpoon gun in the left. Others say he came from Vasgothia, a re-Named Theran noble driven to the Hunt. No one knows how old he is. Grandfathers tell tales of his legend while troubadours sing songs of him and say the events happened mere weeks ago. He is Brithan Bill, the greatest hunter of the Post-Scourge era and slayer of the creature known as "Brithan".
On the Origins of Brithan Bill
The earliest tales of Brithan Bill have him appearing in the region of Ustrect, where huge herds of brithan wandered the southwestern edge of the Servos Jungle. Other than that, there is nothing factual concerning his homelands or his childhood. The most popular legend explaining his hatred of brithan is this - as a child, his parents were killed by ork bandits. A practical boy, Bill understood that things like that happened and accepted the loss of his family. One day, though, Bill went to visit his parents gravesite. Instead of the respectful, serene shrine, there was a brithan there, chewing on the flowers Bill left on his mothers grave. Upon seeing Bill, the brithan began its ritual dance. Bill's anger at this pointless act was compounded by the fact the Brithan was dancing atop the graves. Outraged by this repugnant beast, Bill seized his pitchfork and slew the brithan with one blow while it was still in mid-dance. Whereas the deaths of his parents was a progression of the world around him, this creature was a mockery of all that was natural. Bill took a blood oath dedicating his life toward the destruction of all brithan. At that moment, Brithan Bill was born. He prayed to the Passions Upandal and Raggok, and it is said they gave him the inspiration and power to create his harpoon gun.
The Rise of the Brithan Hunters
Within a year, the brithan herds of southwest Barsaive were depleted and the brithan hide trade was at an all-time peak. Soon, Brithan Bill would comb deeper and deeper into the jungle in search of brithan. As his legend grew, people began to eagerly await his return. One day, he returned with three mules, loaded down with brithan hides, and atop his head sat his cub skin cap. This was the image of Brithan Bill that made him a true legend. Over the next few decades, Brithan Bill moved from place to place in Barsaive, looking for large herds of brithan to destroy. The level of his skill and the unique talents he developed drew hunters of all levels to his side. Some he trained, most merely watched and learned. This is how the discipline of the Brithan Hunter was born. By the late 1400's, Brithan Hunters roamed Barsaive looking for a good brithan hunt.
On the Current State of Brithans
In 1500, Brithan Bill heard tales concerning Aracania, a far-off land where an entirely new breed of brithan was said to roam the plains in great numbers. In his absence, there has been great debate over the impact and importance of Brithan Bill. Most recently, Questors of Jaspree and beastmasters were up in arms when the Bearers of Akasha slew two brithans in the Servos Jungle. It is quite possible that they might have been the last brithans in Barsaive. All was not totally lost, though. An ork on his way to Cara Fahd came across one of the carcasses. He cut off the head, skinned it, cleaned it and sealed the sockets. It is now a prized hurlg stein that is said to be used by Krathis Grom herself. As for Brithan Bill, is believed that he will return someday to Call the Hunt one last time.
Important Attributes: Dexterity and Perception
Racial Restrictions: Windling
Karma Ritual: The Brithan Hunter pretends to become a brithan for his Karma ritual. After a half hour of snuffling and dancing, he stops suddenly, as if shot, then crumples to the ground and "dies".
Artisan Skills: Taxidermy, Jerky Making
New Talents:
Brithan Dance
Step: Rank + Dexterity
Action: Yes Skill Use: No
Requires Karma: No Strain: 1
Discipline Talent: Brithan Hunter
The Brithan Dance talent allows a hunter to attract brithan. The hunter makes a Brithan Dance test and compares the result to the Social Defence of any full-grown brithan within Rank miles. Success means that the brithan will head directly towards the hunter at a good rate of speed, convinced a brithan of the opposite sex is there to mate with him/her. Upon arrival, the brithan is confused and will not act until he or she can succeed on a Willpower (10) Test, even if attacked.
There is a side effect to this talent. If the Brithan Dance is performed in view of other Name-givers or intelligent races, the Brithan Hunter must make a Charisma (18) Test or the attitudes of bystanders are shifted down two categories towards Hostile as they are enraged. Even his close friends may attack.
Brithanic Moan
Step: Rank + Charisma
Action: No Skill Use: No
Requires Karma: No Strain: 1
Discipline Talent: Brithan Hunter
The hunter lets out a snuffling moan, exactly like that of a brithan, and makes a Brithanic Moan Test against his opponent's Social Defence. The magic of this talent causes any opponent to be filled with pity, absolutely convinced that the hunter should be a brithan, and suffer a penalty equal to -1/Rank to all tests directed at the hunter for 1 round per success level gained on the Brithanic Moan Test (1 on Average, 2 on Good, etc).
Find Cubs
Step: Rank + Perception
Action: Yes Skill Use: No
Requires Karma: Yes Strain: 1
Discipline Talent: Brithan Hunter
The Find Cubs talent allows the Brithan Hunter to find the cubs of its prey. The hunter makes a Find Cubs test against the target's Spell Defence. If successful, the hunter immediately knows the direction and distance of all of the target's direct offspring, up to a number equal to his Rank. The talent will work on a recently-dead corpse as well. This talent requires an Excellent success unless the target is a brithan, in which case it requires only an Average success.
Talent Knacks:
Brithan Seeming
Talent: Brithanic Moan
Cost: 100
Brithan Hunter Rank 9
The Brithan Seeming knack is an extrapolation of the Brithanic Moan talent. While Brithanic Moan gives its targets the confusing notion that the hunter is making brithan noises, Brithan Seeming makes its targets actually believe that they are seeing, smelling, etc. a brithan. The hunter takes 3 extra points of Strain and makes a Brithanic Moan test as normal. If he succeeds, he appears to be a brithan for the next hour, after which he can renew the effect with another test (and more Strain).
Brithan's Rage
Talent: Brithan Dance
Cost: 100
Brithan Hunter Rank 4
The Brithan's Rage knack allows the hunter to draw upon the indignation of a brithan upon seeing his ritual dance ignored. If the hunter is attacked while Brithan Dancing, his attack and damage tests are increased by 4 steps against that opponent for the rest of the combat.
Brithan's Anatomy
Talent: Missile Weapons
Cost: 100
Brithan Hunter Rank 6
Brithan's Anatomy is a talent which draws upon the Brithan Hunter's vast and expert knowledge of brithan anatomy to enhance his Missile Weapons attacks to great effect. Whenever the hunter makes a successful Missile Weapons attack against a brithan only, he can add his rank in Brithan Lore to the Damage step.
Legendary Treasures:
BRITHAN BILL'S HARPOON GUN
Spell Defence: 14
Maximum Threads: 2
Brithan Bill's Harpoon Gun is a complex weapon much like an extremely powerful crossbow. It fires huge harpoons, doing Step 14 damage on a successful hit. It is a Size 6 weapon and requires at Strength of at least 14 to properly wield. It takes a full round to reload.
Thread Ranks
Rank 1 Cost: 200
Deed: The wielder must use the Harpoon Gun in a battle with a brihan. The brithan must
be killed by the hunter, although the Harpoon Gun need not be used to strike the final blow. The wielder
receives 200 Legend Points for completing this task.
Key Knowledge:The wielder must know that the Name of
the weapon is Brithan Bill's Harpoon Gun.
Effect: +1 to the wielder's Missile Weapons talent when
using this weapon. Damage versus brithans only rises to Step 16.
Rank 2 Cost: 300
Key Knowledge: The wielder must know that the most famous
wielder of this weapon was Brithan Bill.
Effect: +2 to the wielder's Missile Weapons talent when
using this weapon. Damage versus brithans only rises to Step 18.
Rank 3 Cost: 500
Effect: Damage rises to Step 15, Step 19 versus brithans.
In addition, the wielder can add a Karma point to damage above and beyond
any other Karma he can spend.
Rank 4 Cost: 800
Deed: The wielder must strike the killing blow to a brithan
with the Harpoon Gun. The wielder receives 800 Legend points for
completing this task.
Effect: +1 Physical Defence
Rank 5 Cost: 1300
Key Knowledge: The wielder must learn that Brithan Bill's
first brithan was killed in the Servos Jungle.
Effect: Damage rises to Step 16, Step 20 versus brithans.
Rank 6 Cost: 2100
Deed: The wielder must pledge to hunt and kill brithans
whenever possible and wear their skins as trophies. If the wielder
ever spares a brithan from kindness, laziness, et cetera, his
thread snaps and he loses ALL ranks of the Harpoon Gun. The wielder
receives 3400 Legend Points for completing this task.
Effect: +3 to wielder's Missile Weapons talent when using
this weapon. In addition, Damage versus brithans rises to Step 21.
Finally, the wielder can reload the weapon in a heartbeat by taking a
point of Strain, magically creating harpoons. This allows the weapon to be fired every round in
combat.
CUBSKIN CAP
Spell Defence: 13
Maximum Threads: 2
The Cubskin Cap is a trapper's hat made of the soft skins of baby brithan cubs. It is large and soft.
Thread Ranks
Rank 1 Cost: 250
Key Knowledge: The wearer must know that the Name of
this hat is the Cubskin Cap.
Effect: +1 Physical Armour, +1 Mystic Armour
Rank 2 Cost: 550
Key Knowledge: The wearer must know that the Cap's first skin
was from the only cub of a brithan Named Hoolath.
Effect: +1 Physical Defence, +1 Spell Defence, +1 Social Defence
Rank 3 Cost: 850
Deed: The wearer must kill a brithan cub and add a scrap of its hide to the Cap.
This Deed is worth 1250 Legend Points.
Effect: +1 Physical Armour. In addition, the wearer's Physical Armour
can only be defeated by an Extraordinary success on the Attack Test.
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Last Updated 07/30/98 by Paul
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