Page 1 of 1
Invinda
Posted: Wed Apr 21, 2021 2:42 am
by Jewel
Kshatriya Warrior (Warrior)
This is the standard fighting school of the Ivory Kingdom’s Kshatriya warrior caste. They are fearless warriors ready to stand against any foe mortal or monstrous.
Benefit: +1 Agility
Skills: Archery, Defense, Hand-to-Hand, Horsemanship, Lore: Theology, Spears, Swordsmanship, any one appropriate High skill.
Integrity: 5.0
Outfit: Sword, shield, spear, bow, light armor, steed, elegant clothing, Traveling Pack, 10 copper.
Techniques
Rank 1: The Strength of Indra
Kshatriya are taught to be fearless warriors, relying on the strength of Indra the God of War. You gain a +1k0 bonus with all your School Weapon Skills. When rolling to resist a Fear effect, your Willpower is considered one Rank higher.
Rank 2: The Ward of Vishnu
Vishnu the Protector teaches the Kshatriya to guard themselves even as they strike down their foes. If you are carrying a shield, on your Turn you may take a Simple Action to make a Contested Roll of Defense / Agility against one opponent’s [Weapon Skill] / Agility. If you succeed, that opponent must call three extra Raises to be able to strike you. This effect lasts until the start of your next Turn.
Rank 3: The Speed of the Mongoose
The Kshatriya strikes with the speed of the legendary mongoose, enemy of serpents. You may make melee attacks as a Simple Action when fighting with a sword, spear, or unarmed.
Rank 4: The Virtue of the Gods
Your attacks are infused with the virtues of the Gods. Once per skirmish after a successful attack you may spend a Void Point to add a number of unkept dice to your DR equal to your Rank in Lore: Theology.
Rank 5: The Courage of Shiva
The final lesson of the Kshatriya is to never give up, even in the face of terror or certain death. You gain an additional +1k1 to resist Fear effects. If you are reduced to Out or Dead, on your next Turn you may take one final Simple Action which suffers no Wound penalties.
Re: Invinda
Posted: Wed Apr 21, 2021 2:46 am
by Jewel
Sainika Fighter (Guru)
The culture of the Ivory Kingdoms has its own martial arts tradition, dating back to ancient times before the land was unified by the Maharajah. The tradition was maintained by the gurus, wise men drawn from the Brahmin caste, who saw it as being as much a religious devotion as a fighting art. They taught some of their techniques to the Kshatriya caste but the gurus retained the true secrets of their arts.
Benefit: +1 Void
Skills: Athletics, Defense, Hand-to-Hand, Knives, Lore: Theology, Medicine, Meditation, any one High skill.
Integrity: 6.0
Outfit: Simple clothing, knife, sandals, Traveling Pack (keep ascetic in mind)
Special: The gurus live extremely simple lives of self-denial and religious devotion. In game terms, any student of Sainika will be expected to take up an Ascetic lifestyle.
Techniques
Rank 1: Harmony
Through a rigorous program of physical training and intense meditation, the beginning student of Sainika learns physical flexibility, spiritual harmony, and the basics of defense, making himself more difficult to harm both physically and mentally. You may add your Void Rank to your Armor TN. You may also add your Void Rank in unkept dice to any Contested Roll you make to resist Social Skill Rolls, Social Techniques, and Fear effects.
Rank 2: Vision
The sainika fighter studies his opponent, gaining insight into his strengths and weaknesses so as to exploit them in action. During a skirmish, you may spend a Void Point and take a Simple Action to assess your opponent. For the remainder of that skirmish, you gain a +Xk0 bonus to your attack rolls against that opponent, where X is the opponent’s lowest Trait.
Rank 3: Understanding
At this level, practitioners of sainika gain an all but supernatural awareness of their surroundings, rendering them impossible to surprise. You roll additional dice on all Perception-based rolls equal to your Void Rank.
Rank 4: Unity
The advanced sainika fighter moves fluidly from one target to the next, as both offense and defense become a single integrated action. When fighting unarmed or with a knife, you may make attacks as a Simple Action.
Rank 5: Purity
True masters of sainika can deliver blows that cripple not only the body but the spirit. When attacking an opponent with an unarmed blow or a knife, you may spend a Void Point to also strike at the opponent’s spiritual being. If your attack hits, you make a Contested Void roll against the opponent. (The GM may substitute Willpower for creatures which do not have a Void Ring.) With a success, the opponent suffers a -Xk0 penalty (where X is your Void Rank) on his Skill Rolls. This lasts until the third Reactions Stage from now.
Your attack still does normal physical damage in addition to this effect. The spiritual effects of this Technique cannot be stacked, although the duration can be extended by using it again on later Rounds.
Re: Invinda
Posted: Wed Apr 21, 2021 2:51 am
by Jewel
Kathakali Dancer (Warrior)
Members of the Kshatriya Caste are, rather like the Rokugani Samurai, expected to be both cultured and, when called for, deadly in defense of their rulers and the people their status demands they defend. In no other place are the two requirements so tightly bound as in the traditions of the Kathakali Dancers.
Graceful on both the stage and the battlefield, the Kathakali Dancers are renowned for their ability to intertwine the two disciplines into a deadly, beautiful whole. A skilled Dancer can feel the rhythm of the battlefield like the beat of a drum and use it's beat to avoid the blows of their foe while dealing death in return. On the stage, their martial training lends them a different sort of grace as well as the admiration of their audience.
Benefit: +1 Agility
Skills: Defense, Brawling (Martial Arts), Knives, Swordsmanship, Perform: Dance 2, Any One High skill
Honor: 5.5
Outfit: Light Armor, fine Clothing, Talwar, Katara, any one weapon, Traveling Pack, 4 Copper
Techniques
Rank 1: Song of the Blade
Kathakali Dancers learn early that acts that draw the eye can prove as distracting to their enemies as it is entrancing to an audience. Dancers may add their Perform: Dance Skill to their ArmorTN except while in the Full Attack stance. You may add +1k0 to your attack roll against any opponent who attacked and missed you that round.
Rank 2: World as a Stage
Understanding of one's own body and movement now extends to an understanding of the movements of others. Knowing how your enemy will move allows a Dancer to place their strikes with deadly accuracy. When making an attack roll, you gain a Free Raise towards making a Called Shot. While using the Perform: Dance skill, you may use your Agility instead of Awareness.
Rank 3: Choreography of Battle
An improved understanding of the flow of battle increases a Kathkali Dancer's ability to react quickly when another misses a step in the dance. While you are in the Defense stance, if someone attacks you and misses you may spend a Void point to gain a bonus to your next attack roll against that person during this skirmish equal to the amount by which they missed you. You may only use this ability once per round. You may add your Knives skill to your Perform: Dance rolls.
Rank 4: Encore
Grace and power move through the dancer's every step, a perfect balance that allows them to move with great speed. You may now make unarmed attacks or attacks with weapons that have the Kshatriya keyword as a Simple action instead of a Complex action.
Rank 5: Dancing with the Heavens
As a master of their art, the Kathakali Dancer's grace is limited only by the will of Heaven, not mere mortal constraints. The number of raises that may be called for Perform: Dance rolls and attack rolls is limited by your skill rank instead of your Void. The penalty to Armor TN caused by entering the Full Attack Stance is reduced to 5.
Re: Invinda
Posted: Wed Apr 21, 2021 2:56 am
by Jewel
Gurkha Warrior School (Warrior)
Elite warriors with a long, storied history, the Gurkha make up the elite forces of many a private guard for the elite of the Ivory Kingdoms. Easily identified by the black-steel Kukri that is as much badge of office as weapon, the men and women of the Gurkha are known for their deadly efficiency with their chosen weapon. A well-trained Gurkha Warrior, it is said, can kill twice as many with their knives as any other man with a sword. Those who have seen them fight see no reason to discount this claim. Mercenary yet noble, the Gurkha focus upon their blades almost to the exception of all else. Those who prove worthy of their service have the best protectors money can buy.
Benefit: +1 Strength
Skills: Commerce, Defense, Investigation, Knives (Kukri) 2, Stealth, Any one High or Bugei Skill
Honor: 4.5
Outfit: Partial or Light Armor, Sturdy Clothes, Katara, black-steel Kukri, Travelling pack, 5 Copper
Techniques
Rank 1: Know the Blade
A Gurkha Warrior's focus upon their Kukri leads to mastery that no other can duplicate. You gain a bonus of +1k0 to attack rolls while using a knife. You may also add your Defense skill rank to the total of your damage while using a Kukri.
Rank 2: Protect and Serve
When acting as a bodyguard, a Gurkha Warrior knows that he protects not only his client but his organization’s reputation as well. You receive a bonus equal to your Honor to the Armor TN granted when Guarding another.. In addition, you receive a bonus of +2k0 to damage when using a knife.
Rank 3: A Blade has Two Edges
Experienced Gurkha Warriors allow their blades to guide their bodies, maximizing their speed. You may make attacks as a Simple Action instead of a Complex Action when using a knife or a weapon with the Kshatriya keyword.
Rank 4: At all Costs
No Warrior will allow his charge to fall while they still draw breath. Once per skirmish, you may spend a Void point as a Free action to ignore Wound Penalties (except Out) until your next action. Any raises that are called for Damage while performing an attack that round counts as two if it connects.
Rank 5: The Perfect Edge
A Gurkha Warrior who has mastered their blade is a truly deadly foe. When facing someone who has attacked someone the Gurkha has Guarded during this skirmish, if you make an attack using the Called Shot maneuver whichever limb is struck is considered to be lost as per the disadvantage Missing Limb until the wound undergoes healing. If a Gurkha strikes both of a person’s arms while using this technique, that person is incapable of wielding anything in their arms. If the Gurkha strikes the head with such an attack it inflicts the Dazed condition on the target which they must recover from as normal.
Re: Invinda
Posted: Wed Apr 21, 2021 2:58 am
by Jewel
Defender of the Temples (Guru)
While the Brahmin, as a class, are a pacifistic lot, they acknowledge and accept that lesser beings do not share the wisdom of living a non-violent way of life. Some among them take up the way of the protector, practicing techniques that will keep their attackers from being able to take the lives of their brethren while not requiring them to deal out death themselves.
Defenders focus upon the use of the sacred spears of their gods to defend holy sites and personages and also make use of kiho to channel their faith into mystical effects.
Devotion: Invindi
Benefit: +1 Agility
Honor: 6.5
Skills: Defense, Hand-to-Hand, Spears, Lore (choose one), Meditation, Lore:Theology, any one High skill
Outfit: Vel or spear, fine clothing, traveling pack, copy of holy text, and 4 pool
Technique: Sanctity of Life
No Defender will willingly take a life, instead subduing their opponents to protect the holy places. You may choose to make any damage inflicted by a Spear or while unarmed non-lethal damage, lasting instead for a number of hours equal to your School Rank, using this technique you gain +0k1 to damage rolls. While using this technique you cannot put a person below the Out condition. Also, Defenders may make atemi strikes with a spear as well as unarmed. You begin the game with three kiho.
Re: Invinda
Posted: Wed Apr 21, 2021 2:59 am
by Jewel
Navaratnas Diplomat (Diplomat)
In every high court, there are an elite group of scholars and artisans, sponsored by the ruler they serve to pursue their own particular gifts with very little interference. The so-called "jewels of the court' are held in high regard throughout the land and their renown is such that their knowledge and advice is often sought from many kingdoms away in times of need.
Benefit: +1 Intelligence
Skills: Courtier (Manipulation), Etiquette, Lore: History, any one Lore skill, any Artisan skill, Sincerity, Any one High skill
Honor: 6.5
Outfit: Extravagant Clothing, Katara, Calligraphy set, Traveling pack, 5 Copper
Techniques
Rank 1: To Know and be Known
One who has been accepted as a Jewel of the Court is respected for their knowledge and skill. You gain the Darling of the Court Advantage for no cost in your home court. When spending a Void on your any School skill that is a Lore or Artisan skill, you gain +3k1 instead of the usual 1k1.
Rank 2: The Brotherhood of Scholars
The Navaratnas are built on the back of a thousand years of tradition and text. It is not only their own word that they count upon, but the word of thousands of others that came before them. For this surety, Navaratnas gain a +2k0 bonus to all Lore skill rolls. In addition, they may call upon the favor of others. While in a city of any size, you may make a Courtier/Awareness roll at TN 20, if you succeed you may gain the Servant advantage with a Scribe or Artisan of your choice for one week. You may only have a number of servants in this manner equal to your School Rank.
Rank 3: Breadth of Knowledge
The skill and understanding of your chosen specialty allows a certain degree of skill on similar disciplines. If you fail an Etiquette or Sincerity roll you may spend a Void Point to re-roll the roll using your Lore: History skill. You must keep the results of this roll.
Rank 4: Favor from on High
Patronage from the mighty means more than simple wealth and prestige, it also means support of one's agendas. While the Navaratnas remains in the favor of his lord, he may make a Lore or Artisan roll of his choice against a TN of 25. Success on this roll indicates a successful presentation of a new treatise or work to the Court. For this day and the next you are considered to have the Favored of your Lord Advantage among members of that Court, even among people who are not of your faction.
Rank 5: A Lauded Sage
Sharing your mastery with others earns you great favor, within your Court and without. When someone seeks you out for advice, you may make a Lore or Artisan skill against a petitioners Courtier/AW roll. If you succeed on this roll you gain +5k0 on any contested Social skill roll against that person for the next 24 hours.
Re: Invinda
Posted: Wed Apr 21, 2021 3:03 am
by Jewel
Sindhi Sailors (Warrior)
The Sindhi sailors have a long and mixed history. First formed many centuries ago as a pirate group they terrorized the seaways of the Ivory Kingdoms. When an enterprising Raj whose family had been killed by his enemies disguised himself and became one of them, he took over the organization after several years and used it to take back his crown, turning the Sindhi sailors into a legitimate group. Occasionally the Sindhi return to their roots, but usually with the permission of their Raj.
Technique Rank: 2
Replaces: Any Rank 2 Ivory Kingdoms Bushi School
Requirements: Sailing (Navigation) 3
Technique: You suffer no penalties to movement or attacks for rough or uneven terrain. In addition, when you spend a Void point while at sea you gain +2k1 rather than the usual +1k1.
Re: Invinda
Posted: Wed Apr 21, 2021 3:07 am
by Jewel
Gandharva (Diplomat)
Named after the mystical messengers who relay word from man to the gods, the Gandharva school teaches that a voice can be a powerful tool. Their songs can sway a Raj, or embolden an army to action.
Technique Rank: 3
Replaces: Navartnas Rank 3
Requirements: Perform: Song 5
Technique: You gain a +2k0 bonus to all Perform: Song skill rolls. In addition, if you fail an Awareness/Courtier roll you may spend a Void point to re-roll the roll as an Awareness/Perform: Song roll.
Re: Invinda
Posted: Wed Apr 21, 2021 3:09 am
by Jewel
Telaga (Warrior)
The Telaga are trained to know no fear. Only the most courageous of Gurkha are chosen to join the Telaga and fight the dark creatures that threaten the Ivory Kingdoms.
Technique Rank: 2
Replaces: Gurkha Warrior 2
Requirements: Willpower 4
Technique: You consider the Fear effect of any creature you are facing to be 2 ranks lower, minimum 1. In addition, you gain a +2k0 bonus on damage rolls against any undead or creature with the Shadowlands taint.