Post by sirbrad on Nov 15, 2021 9:19:58 GMT
Going through the Mongoose Forum archives looking for some stuff for an other game and came across this a "new" Character type for the "MPGB", swapped up a few things to make it less OP, hope to work on flavor text.
Bor Mercenary
CS: 10+0-9
EP: 25+0-9
Disciplines:
Might of Bor: when using Bor or Drodarin Hafted Weapons the Dwarf deals Double Damage.
Strength of Bor: the Bor may weld Drodarin Hafted Weapons one handed, if they posses this discipline and still wheeled their weapon two handed they add +1 CS.
Bor at Arms: the Dwarf is skilled in the use of Drodarin Hafted Weapons and receives +2 CS when employing them in Combat.
Hammer Throw: the Bor is skilled in throwing Hafted Weapons like Axes and Hammers and Chain Weapons like the Chain Hammer and Chain Axe and may do so at no CS penalty, If the weapon is deigned for throwing they receive a +2 CS bonus, even the Mighty Drodarin Hafted Weapons may be thrown but they are far from suited to the task and are done at a -2CS Peneilty if they posses the Strength of Bor Discipline otherwise the penalty is -4 CS, no other Disciplines can be used to off set this penalty or have any other beneficial effect.
Fellowship of Bor: for every Bor (Gunner or Mercenary) Character fighting at the characters side the Bor Mercenary receives a +1 CS bonus up to half their rank (Round down).
Battle Dirge: when in battle the Bor beguines to chant one of their people's ancient War Songs leading his companions in chorus, this lifts the dwarfs spirits and discipline and can be unnerving to their enemies, all other Bor Characters receive a CS Bonus equal to half Bor Mercenaries Rank (round down).
Athletics: for persons of their size the Bor can preform amazing feats of Endurance and Athleticism, able to march for weeks or run for days on end with little or no rest, lift astonishing weights and so on, they are even swift sprinters over short distances due to their economy of motion (but this last act tends to drain them of their energy quickly). when called upon to make a Athletics or endurance test they may add a bonus of equal to half their rank (round down) to the test.
Forge Lore: Making Stuff, and with enough Ranks and good enough rolls even Fire Arms or Superior Arms and Armour. Basically to make a Weapon or armour the player needs to roll a tn of 5, to make a (+1) Superior Item add 5 to the TN or 10 for a +2. Making a Fire Arm has a basic TN of 10. Roll is modified by conditions and half the Characters Rank.
Fortitude of Bor: Add the characters Rank to any Disease or Poison resistance rolls (Alcohol is a Poison) and possibly attempts to render them unconscious.
Dual Weld: the Bor Mercenary carrying two weapons may add +2 to there CS.
Starting Equipment: Superior (+1CS) Drodarin Weapon (Axe or Hammer), Chain-mail Waistcoat
and two of the Following
Bor Pistol
Powder (six full charges) & Shot (Twelve)
Helmet
Meal
Potion of Lamspur
Rope
Sheild
Hammer
Axe
Also a belt pouch containing 20+0-9 GC worth of Coins.
EP: 25+0-9
Disciplines:
Might of Bor: when using Bor or Drodarin Hafted Weapons the Dwarf deals Double Damage.
Strength of Bor: the Bor may weld Drodarin Hafted Weapons one handed, if they posses this discipline and still wheeled their weapon two handed they add +1 CS.
Bor at Arms: the Dwarf is skilled in the use of Drodarin Hafted Weapons and receives +2 CS when employing them in Combat.
Hammer Throw: the Bor is skilled in throwing Hafted Weapons like Axes and Hammers and Chain Weapons like the Chain Hammer and Chain Axe and may do so at no CS penalty, If the weapon is deigned for throwing they receive a +2 CS bonus, even the Mighty Drodarin Hafted Weapons may be thrown but they are far from suited to the task and are done at a -2CS Peneilty if they posses the Strength of Bor Discipline otherwise the penalty is -4 CS, no other Disciplines can be used to off set this penalty or have any other beneficial effect.
Fellowship of Bor: for every Bor (Gunner or Mercenary) Character fighting at the characters side the Bor Mercenary receives a +1 CS bonus up to half their rank (Round down).
Battle Dirge: when in battle the Bor beguines to chant one of their people's ancient War Songs leading his companions in chorus, this lifts the dwarfs spirits and discipline and can be unnerving to their enemies, all other Bor Characters receive a CS Bonus equal to half Bor Mercenaries Rank (round down).
Athletics: for persons of their size the Bor can preform amazing feats of Endurance and Athleticism, able to march for weeks or run for days on end with little or no rest, lift astonishing weights and so on, they are even swift sprinters over short distances due to their economy of motion (but this last act tends to drain them of their energy quickly). when called upon to make a Athletics or endurance test they may add a bonus of equal to half their rank (round down) to the test.
Forge Lore: Making Stuff, and with enough Ranks and good enough rolls even Fire Arms or Superior Arms and Armour. Basically to make a Weapon or armour the player needs to roll a tn of 5, to make a (+1) Superior Item add 5 to the TN or 10 for a +2. Making a Fire Arm has a basic TN of 10. Roll is modified by conditions and half the Characters Rank.
Fortitude of Bor: Add the characters Rank to any Disease or Poison resistance rolls (Alcohol is a Poison) and possibly attempts to render them unconscious.
Dual Weld: the Bor Mercenary carrying two weapons may add +2 to there CS.
Starting Equipment: Superior (+1CS) Drodarin Weapon (Axe or Hammer), Chain-mail Waistcoat
and two of the Following
Bor Pistol
Powder (six full charges) & Shot (Twelve)
Helmet
Meal
Potion of Lamspur
Rope
Sheild
Hammer
Axe
Also a belt pouch containing 20+0-9 GC worth of Coins.