Civilized city dwellers

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+ **Guild Info**

Cities gather a lot of different kind of people into them. Having huge workforce allows people to specialize in their chosen craft instead of trying to be jack-of-all-trades. Concentration of wealth also draws in some shady people who can easily conceal themselves into the masses and work on their 'craft'. While these city dwellers consider themselves as the most civilized people in the valley many outsiders consider city life to be absolute chaos.

+ **Requirements**

  • Race must be one of the following: [[[Ciloss]]],[[[Dwarf]]],[[[Elf]]],[[[Human]]],[[[Halfling]]],[[[Firbolg]]],[[[Antaeun]]],[[[Leprechaun]]],[[[Dark_Elf]]],[[[Centaur]]],[[[Orc]]],[[[Shadowperson]]],[[[Thri-Kreen]]]
  • Not a member of: [[[Little people's league]]], [[[Nomads of the wild]]], [[[Slumdogs of Czardom]]], [[[Cult of the devourer]]], [[[Hive]]], [[[Clan of the Mountainfolk]]]

+ **Location**

  • It is located near the Tavern of Thousand Tales in Vaerlon.


+ **Features**

Available racial abilities are:

 Template:@@brown noser Cost: 1@@
 Template:@@cloak and dagger Cost: 2@@
 Template:@@commanding personality Cost: 1@@
 Template:@@devouted layman Cost: 2@@
 Template:@@drunken master Cost: 1@@
 Template:@@escaped mental patient Cost: 1@@
 Template:@@exorcist Cost: 2@@
 Template:@@graceful sniper Cost: 2@@
 Template:@@hedge knight Cost: 1@@
 Template:@@insider's knowledge Cost: 1@@
 Template:@@knight in shining armour Cost: 2@@
 Template:@@license to carry Cost: 1@@
 Template:@@lightning riposte Cost: 2@@
 Template:@@liquid bread Cost: 1@@
 Template:@@magnetic personality Cost: 3@@
 Template:@@manamorphose Cost: 2@@
 Template:@@militia javelineer Cost: 2@@
 Template:@@noble family Cost: 1@@
 Template:@@pitch-fork militia Cost: 2@@
 Template:@@pride of the god squad Cost: 1@@
 Template:@@rabble rouser Cost: 1@@
 Template:@@run'n'gun Cost: 2@@
 Template:@@shock troops Cost: 2@@
 Template:@@skilled spellsword Cost: 1@@
 Template:@@street fighter Cost: 2@@
 Template:@@sword dancer Cost: 2@@
 Template:@@tavern bruiser Cost: 2@@
 Template:@@unscrupulous opportunist Cost: 1@@

Brown noser: Cost: 1 Some individuals are very good with their tongue and act properly in certain situations to take advantage of other people and alter their view of them to be more positive than it actually is. These people usually get far in different organizations without actually having any merit to do so. Effects: Increases your positive reputation gain.

Cloak and dagger: Cost: 2 Back alleys of cities see a lot of fighting happening in them. Some people are extremely skilled in fighting in these situations. They use their daggers and knives to utmost perfection and can harness even their clothing as a tool of war to evade incoming attacks by blinding the attacker momentarily with their cloak. Effects: Increases your damage with daggers and knives and allows you to use your cloak as a defensive weapon.

Commanding personality: Cost: 1 Some people have a certain aura of authority and presence around them. When these people command others around their orders are clear and precise, making them easy for their underlings to execute, even if they are total novices in warfare. Effects: Improves and makes your army orders and gaesati roars faster. Also helps with some sorcerer magicks. Effect depends on the order/roar.

Devouted layman: Cost: 2 While many city dwellers are fairly free thinking and don't really care about religious babble of the priesthoods there are still many who are very devouter layman members of their priesthoods. These people believe that they are chosen by the gods and some how they seem to be able to harness elemental mana better than others. Effects: You gain spell damage based on your worshipped element.

Drunken master: Cost: 1 Usually alcohol has negative on people when fighting but certain people have mastered the art of drunken fighting. Alcohol dulls the pain and allows them to smash their fist into other people's face without caring about their own safety and drunkenly wobbling around the room makes you much harder opponent to predict. Amount of alcohol drank doesn't really matter just as long as you have sip of the heavenly drink every now and then. Being totally shitfaced will still have negative effect on you if you can't even see your opponent. Effects: Drinking alcohol increases your unarmed damage. Requires tavern bruiser.

Escaped mental patient: Cost: 1 Infecti psionicists started in a mental hospital somewhere in the central areas of the valley. All of the patients escaped during a riot in which all personal were brutally slaughtered by the insane mindbenders. You are one the original escapees and thus you display much stronger psionic powers than many other psionicists. Effects: Increases psi strength.

Exorcist: Cost: 2 Town and villages are hunting grounds for different kinds of undeads and hostile elements. Certain city folk specialize in dealing with these threats and wander the countryside destroying menacing unlife. Effects: Increases melee damage against undeads and elementals.

Graceful sniper: Cost: 2 Few archers trained by the rangers are extremely dedicated to their art. These archers are extremely graceful in their every move and don't make a single unnecessary movement while shooting their bows, making it almost effortless for them to hail dozens of arrows at their foes. Effects: Allows some times to shoot without any ep cost.

Hedge knight: Cost: 1 Hedge knights are masterless riders who offer their services as mercenary for anyone who has enough money or seek their own future. Many of the hedge knights are former members of Vaerlon's cavalry or templars. Effects: Increases your melee damage while riding.

Insider's knowledge: Cost: 1 City dwellers aren't usually very familiar with their neighbours or are totally strangers to each other. Business contacts on the other hand are often more tighter than blood ties and are maintained with care. Such close business knowledge allows these people to profit much more while selling items. Effects: You gain more money when selling items.

Knight in shining armour: Cost: 2 Vaerlon boasts two different kinds of knights. Templar knights and infantry and cavalry of Vaerlon. Both of these groups are the shining beacon of hope in the kingdom and many are deeply touched when they see them riding past in their gleaming plate armour. Some of these knights are masters in wearing and using their plate fortresses and are able to gain more protection from them. Effects: Medium and heavy armours improve your natural armor.

License to carry: Cost: 1 Cities and towns frown on people who openly carry weapons. Still they recognize the need for some weapons within the city borders. Some outstanding individuals have been granted with a license to carry weapons that is recognized by all the cities and villages in the valley. These people are usually the peace keepers in their communities and viewed highly by everyone. Effects: Guards will not disarm you.

Lightning riposte: Cost: 2 Civilized fencing schools pride themselves in their own dueling styles and stances. Some of those dueling styles and stances are shared in common, not being a secret technique. One of those techniques is referred to as 'lightning riposte'. It follows a principle that each move in melee should end up giving some manner of edge over your opponent. A lightning riposte is a parry so sudden and masterful that it leaves your opponent wide open for a come back maneuver. The mere existence of such a last minute gambit is one of the reasons dueling has become a spectacular blood sport among the nobility - it keeps the duels interesting when one move can turn around the entire flow and make underdogs sudden winners. Effects: Successfully parrying hits can give you combat momentums.

Liquid bread: Cost: 1 Beer and other alcoholic beverages are the favourite escape method from reality for the city dwellers. This liquid bread is consumed in vast amounts in the cities and bring joy to every working man's face after a hard day of work and allows them to relax more Effects: Drinking alcohol gives you a regen boost.

Magnetic personality: Cost: 3 Some people have certain mysterious charming charisma. These people are natural born leaders and people flock to them due to their magnetic personality. When they are leading people they make the efforts much more enjoyable and improve the whole experience. Effects: Party you lead gains more experience.

Manamorphose: Cost: 2 Mages of Valkor are the best manipulators of elemental mana in the valley. They aren't constrained by the silly notions of the priesthoods anymore and bend the elemental energies to their will. This has made them very effective at harnessing and using the mana and have taught many others to do the same. Effects: Allows you to some times finish your spells instantly.

Militia javelineer: Cost: 2 City-state of Atherton has a specialized militia force. Spears and javelins are specially treated weapons in there due to their huge hunting efforts and the priesthood of Fire who brandish a burning lance as their symbols. Thus even the militia has been trained to use them well in combat, especially as a throwing weapon. They can lob numerous javelins with ease compared to other people, making them an extremely effective and deadly addition to the city-state's army. Effects: Allows you to some times throw without ep cost.

Noble family: Cost: 1 Nobility rules the cities and some towns and it is very hard for common folks to gain any real power in the cities, unless they are leaders of the military powers or very wealthy merchants. While many nobles have actually done deeds and earned their noble surnames, many of their offspring and other related family are nothing more than lazy slobs who take advantage of their noble name and use it as their own. Effects: You can take surnames without completing the requirements and their cost is lowered.

Pitch-fork militia: Cost: 2 Militia is the backbone of Vaerlon's army and also for many other smaller communities. While Vaerlon wields a massive infantry and cavalry it still pales in comparison to the size of its militia. Practically all citizens can be rolled into the militia when needed, using the weapons they have at hand, which often are farming tools such as pitch-fork. This horde might not be well-armed but they make it up in numbers. Effects: Increases melee damage with spears.

Pride of the god squad: Cost: 1 Preaching is the tool for priesthood to educate the masses about their decree. Certain devouted laymen are extremely skilled at preaching and have some mysterious power behind their words that can touch even the strongest unbelievers. Effects: Improves your preaching and praying. Requires devouted layman.

Rabble rouser: Cost: 1 Riots and angry rabble are fairly common in larger cities. There is usually few instigator rouse the rabble in to action. These people are extremely cunning and take all effort to keep the motion going as long as possible by taking advantage of their oppressors. Their inspiring action against the ruling powers make even the calmest citizen to take arms and raise against the city guard. Effects: Using momentums some times gives momentums to your party members.

Run'n'gun: Cost: 2 It is fairly easy for archers and hunters to sit tight in a bush and slowly reload and aim their bow at enemies or prey but in the middle of combat it is totally different situation. Ranger masters have trained some very good snipers to be extremely fast in reloading their ranged weapon to allow them take down multiple foes rapidly in combat. Effects: Allows you to reload your ranged weapons some times instantly and without ep cost. Requires graceful sniper.

Shock troops: Cost: 2 Shock troops of Vaerlon's are literally shocking as they wield magical weaponry imbued with different kind of magicks to obliterate any opposing force in a blink of an eye. They are particularly skilled in harnessing the infused magic in items. Effects: Infusions are more effective.

Skilled spellsword: Cost: 1 Spellswords are fighters trained by the mages to serve as their bodyguards. These fighters excel in both melee combat and arcane arts and are trained to take advantage of equipment that improve their magical abilities. Effects: Hitting in combat briefly improves your thaumaturgy.

Street fighter: Cost: 2 You have spent your whole life fighting in the streets. As a kid you used to beat the shit out of the local lads and in your youth you used to be king of the street. As an adult you have honed your skill to utmost perfection and can use the urban landscape to your advantage. Effects: Improves your momentum chance while fighting in cities, villages and towns.

Sword dancer: Cost: 2 Sword dancers are fighters trained by the master ranger bladesingers. Their movements in combat are a sight to behold as they gracefully glide through the battlefield taking advantage of every opportunity to slay their foes that they can take. Their dance-like movement in combat is so effortless that they barely even notice any strain while doing so. Effects: Allows some times to use momentums without ep cost.

Tavern bruiser: Cost: 2 Working as a tavern bruiser requires you to be able to take part in fist fights and break them when needed. Smashing drunken skulls together has given you a certain insight into how to hurt people the most with your bare hands. Effects: Increases natural weapon damage.

Unscrupulous opportunist: Cost: 1 Your view on life is very opportunistic and you take advantage of all possible opportunies you have. You have learned through this how to use special powers of weapons, armours and magical effects in best possible way and more often than other people. Effects: Prowess is more effective for you.