Difference between revisions of "Clan of the mountainfolk"

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(Features: tunnel fighter effect fix)
 
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Line 21: Line 21:
 
   between hammer and anvil          Cost: 1   
 
   between hammer and anvil          Cost: 1   
 
   bullheaded                        Cost: 1   
 
   bullheaded                        Cost: 1   
   clan paragon                      Cost: 1  
+
   clan paragon                      Cost: 14  
 
   clan warmaster                    Cost: 1   
 
   clan warmaster                    Cost: 1   
 
   crossbow virtuoso                  Cost: 1   
 
   crossbow virtuoso                  Cost: 1   
Line 50: Line 50:
  
  
 +
Beer goggles:
 +
Cost: 1
 +
Clan members hate a lot of races due to common history. With the power of
 +
alcohol this grudge can be extended to any living or non-living thing. Beer
 +
goggled clan members see every face around them as very punchable options
 +
regardless of race, gender, family ties or anything. They do not
 +
discriminate.
 +
Effects: While inebriated gives grudgebearer effects on all enemies not
 +
normally on the list of hated races.
 +
  
'''Beer goggles:'''
+
Between hammer and anvil:
 +
Cost: 1
 +
Cooperation in battle is key to survival in harsh underground condition for
 +
the clansmen. They have trained from childhood to aid each other in battle.
 +
When a clansman performs a surprise attack or flanks the enemy his fellow
 +
clan members know to immediately take advantage of this opportunity and
 +
attack, leaving the enemy between two deadly attacks.
 +
Effects: When flanking in a party and using combat maneuvers you have a
 +
chance to give your party members extra combat momentums or spell impulses.
 +
  
Cost: 1
+
Bullheaded:
 +
Cost: 1
 +
Not budging an inch is not a character flaw. Unyielding will marks you as a
 +
person of great personal strength. When clansmen have contests of wills,
 +
neither back down. It is the pristine halls themselves that crumble to dust
 +
long before either one is willing to admit defeat. Sometimes pressing
 +
matters such as a war or invading ancient horrors do come up, but the
 +
contest will be continued as soon as possible after those have been
 +
resolved.
 +
Effects: Increases stun resistance and defiance.
 +
  
Clan members hate a lot of races due to common history. With the power of
+
Clan paragon:
alcohol this grudge can be extended to any living or non-living thing. Beer
+
Cost: 14
goggled clan members see every face around them as very punchable options
+
It takes a long process to properly integrate the clan values into your own
regardless of race, gender, family ties or anything. They do not
+
being. But everyone who has undergone it claims that it fills the inner
discriminate.
+
void and gives meaning to their lives. This takes dedication and the right
 +
kind of mindset, but eventually you reach the proper level and embody
 +
everything that is your clan, both in body and soul!
 +
Effects: Gives extra 15 racial guild points to spend.
 +
  
Effects: While inebriated gives grudgebearer effects on all enemies not
+
Clan warmaster:
normally on the list of hated races.
+
Cost: 1
 +
Countless generation of battle tactics have figured out the optimal methods
 +
of bringing down ancient foes of the clan. Sometimes you are able to
 +
utilize these techniques with your maneuvers and gain superior advantage!
 +
Effects: Gives an ability to do extra physical damage on an enemy after
 +
using a combat maneuver in combat. Requires master of arms.
 +
  
 +
Crossbow virtuoso:
 +
Cost: 1
 +
Your clan-fathers nurtured you from birth to use crossbows to defend your
 +
clan. Your whole childhood was spent mastering pinpoint accurate shots with
 +
them and you are known as a virtuoso with crossbows within your community.
 +
Effects: Gives a new critical ability for crossbows.
 +
  
'''Between hammer and anvil:'''
+
Deepcore adaptation:
 +
Cost: 3
 +
Legends speak of miraculous clansmen who have run out of things to
 +
accomplish in their lives. They get overcome by wanderlust, or a rumour has
 +
it: A lust for precious metals, and vanish deep into the planet core, where
 +
soul-crushing pressure, infernal temperatures, poisonous gases and
 +
unnameable horrors await. Those who survive habitually come back every few
 +
centuries with samples of previously unknown ores, gemstones, as well as
 +
carrying large sacks made of unknown beasts' hides, laden with enough
 +
valuables to force the entire clan go 'Sagrid!' in unison, eyes wide in
 +
disbelief. Then these deepcore miners go on a self-destructive drinking
 +
binge, until they no longer own anything but whatever they happen to be
 +
wearing at the time. When they can no longer afford to drink, they go
 +
berserk and beat everyone unconscious with their bare hands, before
 +
choosing a random vector pointing somewhere below them and quickly burrow
 +
their way towards the deepcore again, their full-adamantium pick yet again
 +
atomizing both rock and lair-defending dragons alike, with no care in the
 +
world for decades to come. Young clansmen, inspired by these tales,
 +
furiously train their bodies to withstand the perils of the deepcore, so
 +
that they may eventually at the end of their lives join the legendary
 +
deepcore miners.
 +
Effects: Gives bonus fire, physical, poison and asphyxiation resistance and
 +
makes you better at seeing in darkness and worse at brightly lit areas..
 +
  
Cost: 1
+
Dense skin:
 +
Cost: 2
 +
Constant toil and heavy physical labour is said to create calloused hands.
 +
Clansmen utilize their entire bodies when it comes to accomplishing feats
 +
of strength, and as such, have exposed themselves to countless bruises and
 +
cuts, which have provided them with a layer of hard skin throughout their
 +
body.
 +
Effects: Increases natural armour.
 +
  
Cooperation in battle is key to survival in harsh underground condition for
+
Earthforce:
the clansmen. They have trained from childhood to aid each other in battle.
+
Cost: 2
When a clansman performs a surprise attack or flanks the enemy his fellow
+
Having lived their entire lives under a mountain, the clansmen hav e
clan members know to immediately take advantage of this opportunity and
+
developed a special connection with the very earth itself. They hold the
attack, leaving the enemy between two deadly attacks.
+
Earth element dear, but this special reveration does not often extend to
 +
necromantic side of the element. As such, warriors of faith among the
 +
clansmen are particularly adept at drawing power from the Earth.
 +
Effects: Gives +100 to earth bond max for Templars. Gives +10 to earth bond
 +
regen for templars. Boosts earth related spells of Earth priests.
 +
  
Effects: When flanking in a party and using combat maneuvers you have a
+
Forgeheart:
chance to give your party members extra combat momentums or spell impulses.
+
Cost: 1
 +
The clansmen are renowned for being the best metal smiths in the entire
 +
known history. There is a great sense of purpose when it comes to molding
 +
and forging metals. A smith can spend an entire lifetime to perfect that
 +
one piece of work, and exposure to constant heats of the magma forge can
 +
infuse them with natural adaptation to great temperatures.
 +
Effects: Increases fire infusion and resistance.
 +
  
 +
Glory scars:
 +
Cost: 2
 +
Battle wounds accumulate, personal stature grows. From skirmishes to a
 +
hero, from wars to a legend, from bloodfeuds to a myth. To recognize a
 +
great clansmen warrior, you only need to take a single look at them. You
 +
will know. A true warrior is a walking resumé, and sometimes great heroes
 +
have willingly lowered their formidable defences in battle to get wounded,
 +
so as to be recognized by their own folk as accomplished warriors, instead
 +
of having to walk in shame their entire lives due to their own superior
 +
martial ability enabling them to remain completely unscathed from all
 +
attacks.
 +
Effects: Clansman gain glory scars from taking heroic amounts of damage to
 +
hit slots. These glory scars increase your heroism and ascendancy.
 +
  
'''Bullheaded:'''
+
Good-brother-agreements:
 +
Cost: 2
 +
In a hostile world of strangers, you trust the few you can. Usually they
 +
are one of your kind. There is brotherhood in blood, and eventually if you
 +
backtrace the family lineage long enough, you will find a common ancestor,
 +
making you a part of the same glorious extended family. Who cares if it was
 +
as far removed as your great great great great great great great great
 +
great great great great great great great great great great great great
 +
great great great great great great great great great great great great
 +
great great great great great great great great great great great
 +
grandfather: His blood courses through you both still! Clansmen traders
 +
also have a keen eye for quality. They are able to notice flaws in
 +
perfection, and as such, negotiate better deals with shopkeepers by
 +
pointing out flaws in their wares. Sometimes this haggling technique may be
 +
perceived as subtly veiled threats and blackmail.
 +
Effects: Shopkeepers never reduce prices for you when you are selling.
 +
  
Cost: 1
+
Grudgebearer:
 +
Cost: 2
 +
Clansmen keep an accurate record of all wrongdoings done to them and to
 +
their own. The insults are felt even after generations, and fuel up the
 +
weapon arms of countless clan warriors in times of war, or relative peace.
 +
Some clans hold a particularly numerous amount of grudges to bear by some
 +
races in the valley. For some reason, those races are not yet extinct, but
 +
if the clansman has anything to say about it, they will soon be!
 +
Effects: Suddenly recalling an unresolved grudge can sometimes fuel a
 +
clansman's weapon arm to land with greater accuracy and power, shattering
 +
defences and finding that weak spot it would have otherwise missed, or
 +
failed to exploit to its fullest.
 +
  
Not budging an inch is not a character flaw. Unyielding will marks you as a
+
Hands that make flawless work:
person of great personal strength. When clansmen have contests of wills,
+
Cost: 1
neither back down. It is the pristine halls themselves that crumble to dust
+
A clansman feels no greater insult than when producing a handcrafted item
long before either one is willing to admit defeat. Sometimes pressing
+
worse than his or her level of ability would suggest possible. As such,
matters such as a war or invading ancient horrors do come up, but the
+
clansmen artisans have developed techniques that disallow themselves from
contest will be continued as soon as possible after those have been
+
producing inferior work!
resolved.
+
Effects: Gives you bonus to craftmanship for all skills. Also prevents
 +
fumbling with maintenance skills.
 +
  
Effects: Increases stun resistance and defiance.
+
Heavy metal smith:
 +
Cost: 1
 +
Nothing compares to the molding of metal. The clangs of the hammer against
 +
yielding matter. Through the power of your arms and the wisdom of your
 +
mind, you can make inanimate matter achieve true perfection. You know and
 +
employ several ages-perfected techniques that allow you to smith with
 +
incomparable dedication!
 +
Effects: Gives you hairier arms and longer beard. Also helps you with all
 +
smithing related things like resizing metal armours. Requires forgeheart.
 +
  
 +
Indomitable:
 +
Cost: 2
 +
Being indomitable is not about avoiding damage. It is about getting back
 +
up, time and time again, after being struck down, with no worse for wear.
 +
Effects: Indomitable clansmen have a 50% chance of ignoring lethal damage.
 +
  
'''Clan paragon:'''
+
Ironsoul:
 +
Cost: 1
 +
Clansmen are made of iron, both body and soul. Some of them have steeled
 +
their essence as well against harmful magical energies, often wielded by
 +
their enemies. This gives them a natural resistance against magic.
 +
Effects: Gives magic resistance.
 +
  
Cost: 14
+
Master of arms:
 +
Cost: 1
 +
Master of arms is a clansman responsible of taking care of the armaments of
 +
the clan and knowing how to use them effectively. It is his responsibility
 +
to show and teach younger clansmen how to wield them effectively, making
 +
him master of using them in combat and harnessing their special powers.
 +
Effects: Improves alacrity and prowess.
 +
  
It takes a long process to properly integrate the clan values into your own
+
Not amused by fancy trickery:
being. But everyone who has undergone it claims that it fills the inner
+
Cost: 1
void and gives meaning to their lives. This takes dedication and the right
+
Some of the most hardened clansmembers do not care about fancy magical
kind of mindset, but eventually you reach the proper level and embody
+
trickery of their enemies. Their opponents helplessly flail their arms in
everything that is your clan, both in body and soul!
+
the air trying to perform magical tricks while the clansmen just shrug off
Effects: Gives extra 15 racial guild points to spend.
+
the magic energies and bury their axe deep in the caster's forehead.
 +
Effects: Gives you a natural ability to ignore offensive spells cast on
 +
you. Requires ironsoul.
 +
  
 +
Panzerdwarf:
 +
Cost: 3
 +
Wearing armour is like second skin for the most veteran clan members. They
 +
sleep in it, they live in it, they make love in it and will never remove it
 +
under any circumstance. Possibly they cannot even remove it any more as
 +
years of wearing it has grown it on them. In any case they barely notice
 +
wearing the armour in combat or otherwise.
 +
Effects: Reduces armour penalties in combat.
 +
  
Clan warmaster:
+
Power metal:
Cost: 1
+
Cost: 2
Countless generation of battle tactics have figured out the optimal methods
+
To clansmen, metallic armours are like a second skin. Wearing armour made
of bringing down ancient foes of the clan. Sometimes you are able to
+
of metal provides them with great comfort and protection. Some other
utilize these techniques with your maneuvers and gain superior advantage!
+
cultures might favour the finest silk, natural obesity, or hides and skins
 +
of various animals, beasts or whatever the warriors of the world manage to
 +
kill and process, but this clansman is different. Only metal that is true
 +
brings out the inner power of the clansman, ready to stand in line with
 +
their brothers in arms.
 +
Effects: Metal armours provide natural AC bonus. Armours that contain large
 +
amounts of non-metals in them do not offer the protection, therefore
 +
studded/ring mail/bezainted/augmented chain mail/brigandine armours do not
 +
offer the bonus.
 +
  
Effects: Gives an ability to do extra physical damage on an enemy after
+
Short and stout:
using a combat maneuver in combat. Requires master of arms.
+
Cost: 1
 +
I'm a little crackpot, short and stout
 +
Here is my axe-handle , here is my stout
 +
When I get all steamed up, hear me shout
 +
Just tip me over and your guts will pour out!
 +
Effects: Lower damage from hits in the head and neck slots by 20%.
 +
  
 +
Steadfast determination:
 +
Cost: 1
 +
To go through the grey rock itself. If you are as unyielding as the
 +
mountains themselves, there is nothing that you cannot accomplish when you
 +
set your mind into it.
 +
Effects: Further increases stun resistance and defiance. Requires stubborness.
 +
  
Crossbow virtuoso:
+
Stubborness:
Cost: 1
+
Cost: 1
Your clan-fathers nurtured you from birth to use crossbows to defend your
+
Stubborness is an armour. Willpower can mark the difference between going
clan. Your whole childhood was spent mastering pinpoint accurate shots with
+
down and living another day. In times of battle, there is no time to spend
them and you are known as a virtuoso with crossbows within your community.
+
seeing stars.
Effects: Gives a new critical ability for crossbows.
+
Effects: Further increases stun resistance and defiance. Requires bullheaded
 +
  
 +
Tunnel fighter:
 +
Cost: 1
 +
Fighting inside the mountains is a cramped business at best. The tunnels
 +
are narrow, and clansmen become adept at fighting side-to-side, a veritable
 +
wall of steel. When an opportunity presents itself, an attack made against
 +
the warrior next to him can just as well be parried, because should the
 +
line break, the forgotten unnameable horrors that crawl up from the depths
 +
of the earth can spell quick ruin to otherwise impregnable-from-the-outside
 +
mountain fortresses of the clan.
 +
Effects: Each party member in front row of the party increases your
 +
counter-attack skill by 33% and when counter-attacking you perform 2
 +
attacks instead of 1.
 +
  
'''Deepcore adaptation:'''
+
Underground fashion - amulets:
 +
Cost: 2
 +
Fashions of the underground are totally different than ones within above
 +
ground communities. While the surface dwellers prefer beautiful colourful
 +
clothing made of finest silks, the underground dwellers prefer something
 +
more substantial and valuable; jewelry made of metals ranging from gold to
 +
adamantium. Amulets are in this season in your clan and everyone are
 +
adorning themselves with outrageously expensive and powerful ones, even in
 +
their beards.
 +
'''Requirements: heavy metal smith'''
 +
Effects: Grants extra amulet slot in beard. Can have only one fashion
 +
ability.
 +
  
Cost: 2
+
Underground fashion - earrings:
 +
Cost: 2
 +
Fashions of the underground are totally different than ones within above
 +
ground communities. While the surface dwellers prefer beautiful colourful
 +
clothing made of finest silks, the underground dwellers prefer something
 +
more substantial and valuable; jewelry made of metals ranging from gold to
 +
adamantium. Earrings are in this season in your clan and everyone are
 +
adorning themselves with outrageously expensive and powerful ones, even in
 +
their beards.
 +
'''Requirements: warborn'''
 +
Effects: Grants extra earring slot in beard. Can have only one fashion
 +
ability.
  
Legends speak of miraculous clansmen who have run out of things to
+
Underground fashion - rings:
accomplish in their lives. They get overcome by wanderlust, or a rumour has
+
Cost: 2
it: A lust for precious metals, and vanish deep into the planet core, where
+
Fashions of the underground are totally different than ones within above
soul-crushing pressure, infernal temperatures, poisonous gases and
+
ground communities. While the surface dwellers prefer beautiful colourful
unnameable horrors await. Those who survive habitually come back every few
+
clothing made of finest silks, the underground dwellers prefer something
centuries with samples of previously unknown ores, gemstones, as well as
+
more substantial and valuable; jewelry made of metals ranging from gold to
carrying large sacks made of unknown beasts' hides, laden with enough
+
adamantium. Rings are in this season in your clan and everyone are adorning
valuables to force the entire clan go 'Sagrid!' in unison, eyes wide in
+
themselves with outrageously expensive and powerful ones, even in their
disbelief. Then these deepcore miners go on a self-destructive drinking
+
beards.
binge, until they no longer own anything but whatever they happen to be
+
'''Requirements: clan warmaster'''
wearing at the time. When they can no longer afford to drink, they go
+
Effects: Grants extra ring slot in beard. Can have only one fashion
berserk and beat everyone unconscious with their bare hands, before
+
ability.
choosing a random vector pointing somewhere below them and quickly burrow
 
their way towards the deepcore again, their full-adamantium pick yet again
 
atomizing both rock and lair-defending dragons alike, with no care in the
 
world for decades to come. Young clansmen, inspired by these tales,
 
furiously train their bodies to withstand the perils of the deepcore, so
 
that they may eventually at the end of their lives join the legendary
 
deepcore miners.
 
  
Effects: Gives bonus fire, physical, poison and asphyxiation resistance and
+
Warborn:
makes you better at seeing in darkness and worse at brightly lit areas..
+
Cost: 1
 +
You were born in the battle and for the battle. Your pacifier the end of an
 +
axe handle and your toys were bones of your enemies. Fighting is your
 +
second nature and it barely has any drain on you.
 +
Effects: Reduces epdrain of combat maneuvers.
  
 
'''Dense skin:'''
 
 
Cost: 2
 
 
Constant toil and heavy physical labour is said to create calloused hands.
 
Clansmen utilize their entire bodies when it comes to accomplishing feats
 
of strength, and as such, have exposed themselves to countless bruises and
 
cuts, which have provided them with a layer of hard skin throughout their
 
body.
 
 
Effects: Increases natural armour.
 
 
 
'''Earthforce:'''
 
 
Cost: 1
 
 
Having lived their entire lives under a mountain, the clansmen have
 
developed a special connection with the very earth itself. They hold the
 
Earth element dear, but this special reveration does not often extend to
 
necromantic side of the element. As such, warriors of faith among the
 
clansmen are particularly adept at drawing power from the Earth.
 
 
Effects: Gives +100 to earth bond max for Templars. Gives +10 to earth bond
 
regen for templars. Boosts earth related spells of Earth priests.
 
 
 
'''Forgeheart:'''
 
 
Cost: 1
 
 
The clansmen are renowned for being the best metal smiths in the entire
 
known history. There is a great sense of purpose when it comes to molding
 
and forging metals. A smith can spend an entire lifetime to perfect that
 
one piece of work, and exposure to constant heats of the magma forge can
 
infuse them with natural adaptation to great temperatures.
 
 
Effects: Increases fire infusion and resistance.
 
 
 
'''Glory scars:'''
 
 
Cost: 2
 
 
Battle wounds accumulate, personal stature grows. From skirmishes to a
 
hero, from wars to a legend, from bloodfeuds to a myth. To recognize a
 
great clansmen warrior, you only need to take a single look at them. You
 
will know. A true warrior is a walking resumé, and sometimes great heroes
 
have willingly lowered their formidable defences in battle to get wounded,
 
so as to be recognized by their own folk as accomplished warriors, instead
 
of having to walk in shame their entire lives due to their own superior
 
martial ability enabling them to remain completely unscathed from all
 
attacks.
 
 
Effects: Clansman gain glory scars from taking heroic amounts of damage to
 
hit slots. These glory scars increase your heroism and ascendancy.
 
 
 
'''Good-brother-agreements:'''
 
 
Cost: 2
 
 
In a hostile world of strangers, you trust the few you can. Usually they
 
are one of your kind. There is brotherhood in blood, and eventually if you
 
backtrace the family lineage long enough, you will find a common ancestor,
 
making you a part of the same glorious extended family. Who cares if it was
 
as far removed as your great great great great great great great great
 
great great great great great great great great great great great great
 
great great great great great great great great great great great great
 
great great great great great great great great great great great
 
grandfather: His blood courses through you both still! Clansmen traders
 
also have a keen eye for quality. They are able to notice flaws in
 
perfection, and as such, negotiate better deals with shopkeepers by
 
pointing out flaws in their wares. Sometimes this haggling technique may be
 
perceived as subtly veiled threats and blackmail.
 
 
Effects: Shopkeepers never reduce prices for you when you are selling.
 
 
 
'''Grudgebearer:'''
 
 
Cost: 2
 
 
Clansmen keep an accurate record of all wrongdoings done to them and to
 
their own. The insults are felt even after generations, and fuel up the
 
weapon arms of countless clan warriors in times of war, or relative peace.
 
Some clans hold a particularly numerous amount of grudges to bear by some
 
races in the valley. For some reason, those races are not yet extinct, but
 
if the clansman has anything to say about it, they will soon be!
 
 
Effects: Suddenly recalling an unresolved grudge can sometimes fuel a
 
clansman's weapon arm to land with greater accuracy and power, shattering
 
defences and finding that weak spot it would have otherwise missed, or
 
failed to exploit to its fullest.
 
 
 
'''Hands that make flawless work:'''
 
 
Cost: 1
 
 
A clansman feels no greater insult than when producing a handcrafted item
 
worse than his or her level of ability would suggest possible. As such,
 
clansmen artisans have developed techniques that disallow themselves from
 
producing inferior work!
 
 
Effects: Gives you bonus to craftmanship for all skills. Also prevents
 
fumbling with maintenance skills.
 
 
 
'''Heavy metal smith:'''
 
 
Cost: 1
 
 
Nothing compares to the molding of metal. The clangs of the hammer against
 
yielding matter. Through the power of your arms and the wisdom of your
 
mind, you can make inanimate matter achieve true perfection. You know and
 
employ several ages-perfected techniques that allow you to smith with
 
incomparable dedication!
 
 
Effects: Gives you hairier arms and longer beard. Also helps you with all
 
smithing related things like resizing metal armours. Requires forgeheart.
 
 
 
'''Indomitable:'''
 
 
Cost: 2
 
 
Being indomitable is not about avoiding damage. It is about getting back
 
up, time and time again, after being struck down, with no worse for wear.
 
 
Effects: Indomitable clansmen have a 50% chance of ignoring lethal damage.
 
 
 
'''Ironsoul:'''
 
 
Cost: 1
 
 
Clansmen are made of iron, both body and soul. Some of them have steeled
 
their essence as well against harmful magical energies, often wielded by
 
their enemies. This gives them a natural resistance against magic.
 
 
Effects: Gives magic resistance.
 
 
 
'''Master of arms:'''
 
 
Cost: 1
 
 
Master of arms is a clansman responsible of taking care of the armaments of
 
the clan and knowing how to use them effectively. It is his responsibility
 
to show and teach younger clansmen how to wield them effectively, making
 
him master of using them in combat and harnessing their special powers.
 
 
Effects: Improves alacrity and prowess.
 
 
 
 
'''Not amused by fancy trickery'''
 
 
Cost: 1
 
 
Some of the most hardened clansmembers do not care about fancy magical
 
trickery of their enemies. Their opponents helplessly flail their arms in
 
the air trying to perform magical tricks while the clansmen just shrug off
 
the magic energies and bury their axe deep in the caster's forehead.
 
 
Effects: Gives you a natural ability to ignore offensive spells cast on
 
you. Requires ironsoul.
 
 
 
'''Panzerdwarf:'''
 
 
Cost: 2
 
 
Wearing armour is like second skin for the most veteran clan members. They
 
sleep in it, they live in it, they make love in it and will never remove it
 
under any circumstance. Possibly they cannot even remove it any more as
 
years of wearing it has grown it on them. In any case they barely notice
 
wearing the armour in combat or otherwise.
 
 
Effects: Reduces armour penalties in combat.
 
 
 
'''Power metal:'''
 
 
Cost: 2
 
 
To clansmen, metallic armours are like a second skin. Wearing armour made
 
of metal provides them with great comfort and protection. Some other
 
cultures might favour the finest silk, natural obesity, or hides and skins
 
of various animals, beasts or whatever the warriors of the world manage to
 
kill and process, but this clansman is different. Only metal that is true
 
brings out the inner power of the clansman, ready to stand in line with
 
their brothers in arms.
 
 
Effects: Metal armours provide natural AC bonus. Armours that contain large
 
amounts of non-metals in them do not offer the protection, therefore
 
studded/ring mail/bezainted/augmented chain mail/brigandine armours do not
 
offer the bonus.
 
 
 
'''Short and stout:'''
 
 
Cost: 1
 
 
I'm a little crackpot, short and stout
 
Here is my axe-handle , here is my stout
 
When I get all steamed up, hear me shout
 
Just tip me over and your guts will pour out!
 
 
Effects: Lower damage from hits in the head and neck slots by 20%.
 
 
 
'''Steadfast determination:'''
 
 
Cost: 1
 
 
To go through the grey rock itself. If you are as unyielding as the
 
mountains themselves, there is nothing that you cannot accomplish when you
 
set your mind into it.
 
 
Effects: Further increases stun resistance and defiance. Requires stubborness.
 
 
 
'''Stubborness:'''
 
 
Cost 1
 
Stubborness is an armour. Willpower can mark the difference between going
 
down and living another day. In times of battle, there is no time to spend
 
seeing stars.
 
 
Effects: Further increases stun resistance and defiance. Requires bullheaded
 
 
 
'''Tunnel fighter:'''
 
 
Cost: 2
 
 
Fighting inside the mountains is a cramped business at best. The tunnels
 
are narrow, and clansmen become adept at fighting side-to-side, a veritable
 
wall of steel. When an opportunity presents itself, an attack made against
 
the warrior next to him can just as well be parried, because should the
 
line break, the forgotten unnameable horrors that crawl up from the depths
 
of the earth can spell quick ruin to otherwise impregnable-from-the-outside
 
mountain fortresses of the clan.
 
 
Effects: Each party member in front row of the party increases your
 
counter-attack skill by 33% and when counter-attacking you perform 3
 
attacks instead of 1.
 
 
 
'''Underground fashion - amulets:'''
 
 
Cost: 2
 
 
Fashions of the underground are totally different than ones within above
 
ground communities. While the surface dwellers prefer beautiful colourful
 
clothing made of finest silks, the underground dwellers prefer something
 
more substantial and valuable; jewelry made of metals ranging from gold to
 
adamantium. Amulets are in this season in your clan and everyone are
 
adorning themselves with outrageously expensive and powerful ones, even in
 
their beards.
 
 
Effects: Grants extra amulet slot in beard. Can have only one fashion
 
ability.
 
 
 
'''Underground fashion - earrings:'''
 
 
Cost: 2
 
 
Fashions of the underground are totally different than ones within above
 
ground communities. While the surface dwellers prefer beautiful colourful
 
clothing made of finest silks, the underground dwellers prefer something
 
more substantial and valuable; jewelry made of metals ranging from gold to
 
adamantium. Earrings are in this season in your clan and everyone are
 
adorning themselves with outrageously expensive and powerful ones, even in
 
their beards.
 
 
Effects: Grants extra earring slot in beard. Can have only one fashion
 
ability.
 
 
 
'''Underground fashion - rings:'''
 
 
Cost: 2
 
 
Fashions of the underground are totally different than ones within above
 
ground communities. While the surface dwellers prefer beautiful colourful
 
clothing made of finest silks, the underground dwellers prefer something
 
more substantial and valuable; jewelry made of metals ranging from gold to
 
adamantium. Rings are in this season in your clan and everyone are adorning
 
themselves with outrageously expensive and powerful ones, even in their
 
beards.
 
 
Effects: Grants extra ring slot in beard. Can have only one fashion
 
ability.
 
 
 
'''Warborn:'''
 
 
Cost: 1
 
 
You were born in the battle and for the battle. Your pacifier the end of an
 
axe handle and your toys were bones of your enemies. Fighting is your
 
second nature and it barely has any drain on you.
 
 
Effects: Reduces epdrain of combat maneuvers.
 
  
 
[[category:racial guilds]]
 
[[category:racial guilds]]

Latest revision as of 22:18, 23 May 2022


Guild Info

Some races build villages. Then they build walls around it to protect them from harm. Some races take advantage of the terrain to provide them with shelter against other races. Then there are the clansmen. The clansmen dug down, hid their cities inside a shelter of natural stone. Their cities are not limited by the city walls they build around them, and should they choose to expand, it only takes a few miners to dig new wings and branches to their mountain forts. These forts last for generations, cleverly concealed from outside threats. But some clans have dug too deep in folly, and connected to a vast network of underground tunnels, where nameless horrors lie. Now living between the hammer and the anvil, they endure hardship from every direction. They have grown distrustful of outsiders, but steadfast and loyal to their friends. They are a hardy folk, who can live their entire lives dedicated to a sole purpose.

Requirements

Location

  • It is located in the tunnels leading to Cenedoiss

Features

Available racial abilities are:

 beer goggles                       Cost: 1 
 between hammer and anvil           Cost: 1  
 bullheaded                         Cost: 1  
 clan paragon                       Cost: 14  
 clan warmaster                     Cost: 1  
 crossbow virtuoso                  Cost: 1  
 deepcore adaptation                Cost: 3  
 dense skin                         Cost: 2  
 earthforce                         Cost: 2  
 forgeheart                         Cost: 1  
 glory scars                        Cost: 2  
 good-brother-agreements            Cost: 2  
 grudgebearer                       Cost: 2  
 hands that make flawless work      Cost: 1  
 heavy metal smith                  Cost: 1  
 indomitable                        Cost: 2  
 ironsoul                           Cost: 1  
 master of arms                     Cost: 1  
 not amused by fancy trickery       Cost: 1  
 panzerdwarf                        Cost: 3  
 power metal                        Cost: 2  
 short and stout                    Cost: 1  
 steadfast determination            Cost: 1  
 stubborness                        Cost: 1  
 tunnel fighter                     Cost: 1  
 underground fashion - amulets      Cost: 2  
 underground fashion - earrings     Cost: 2  
 underground fashion - rings        Cost: 2  
 warborn                            Cost: 1  


Beer goggles:
Cost: 1
Clan members hate a lot of races due to common history. With the power of
alcohol this grudge can be extended to any living or non-living thing. Beer
goggled clan members see every face around them as very punchable options
regardless of race, gender, family ties or anything. They do not
discriminate.
Effects: While inebriated gives grudgebearer effects on all enemies not
normally on the list of hated races.

Between hammer and anvil:
Cost: 1
Cooperation in battle is key to survival in harsh underground condition for
the clansmen. They have trained from childhood to aid each other in battle.
When a clansman performs a surprise attack or flanks the enemy his fellow
clan members know to immediately take advantage of this opportunity and
attack, leaving the enemy between two deadly attacks.
Effects: When flanking in a party and using combat maneuvers you have a
chance to give your party members extra combat momentums or spell impulses.

Bullheaded:
Cost: 1
Not budging an inch is not a character flaw. Unyielding will marks you as a
person of great personal strength. When clansmen have contests of wills,
neither back down. It is the pristine halls themselves that crumble to dust
long before either one is willing to admit defeat. Sometimes pressing
matters such as a war or invading ancient horrors do come up, but the
contest will be continued as soon as possible after those have been
resolved.
Effects: Increases stun resistance and defiance.

Clan paragon:
Cost: 14
It takes a long process to properly integrate the clan values into your own
being. But everyone who has undergone it claims that it fills the inner
void and gives meaning to their lives. This takes dedication and the right
kind of mindset, but eventually you reach the proper level and embody
everything that is your clan, both in body and soul!
Effects: Gives extra 15 racial guild points to spend.

Clan warmaster:
Cost: 1
Countless generation of battle tactics have figured out the optimal methods
of bringing down ancient foes of the clan. Sometimes you are able to
utilize these techniques with your maneuvers and gain superior advantage!
Effects: Gives an ability to do extra physical damage on an enemy after
using a combat maneuver in combat. Requires master of arms.

Crossbow virtuoso:
Cost: 1
Your clan-fathers nurtured you from birth to use crossbows to defend your
clan. Your whole childhood was spent mastering pinpoint accurate shots with
them and you are known as a virtuoso with crossbows within your community.
Effects: Gives a new critical ability for crossbows.

Deepcore adaptation:
Cost: 3
Legends speak of miraculous clansmen who have run out of things to
accomplish in their lives. They get overcome by wanderlust, or a rumour has
it: A lust for precious metals, and vanish deep into the planet core, where
soul-crushing pressure, infernal temperatures, poisonous gases and
unnameable horrors await. Those who survive habitually come back every few
centuries with samples of previously unknown ores, gemstones, as well as
carrying large sacks made of unknown beasts' hides, laden with enough
valuables to force the entire clan go 'Sagrid!' in unison, eyes wide in
disbelief. Then these deepcore miners go on a self-destructive drinking
binge, until they no longer own anything but whatever they happen to be
wearing at the time. When they can no longer afford to drink, they go
berserk and beat everyone unconscious with their bare hands, before
choosing a random vector pointing somewhere below them and quickly burrow
their way towards the deepcore again, their full-adamantium pick yet again
atomizing both rock and lair-defending dragons alike, with no care in the
world for decades to come. Young clansmen, inspired by these tales,
furiously train their bodies to withstand the perils of the deepcore, so
that they may eventually at the end of their lives join the legendary
deepcore miners.
Effects: Gives bonus fire, physical, poison and asphyxiation resistance and
makes you better at seeing in darkness and worse at brightly lit areas..

Dense skin:
Cost: 2
Constant toil and heavy physical labour is said to create calloused hands.
Clansmen utilize their entire bodies when it comes to accomplishing feats
of strength, and as such, have exposed themselves to countless bruises and
cuts, which have provided them with a layer of hard skin throughout their
body.
Effects: Increases natural armour.

Earthforce:
Cost: 2
Having lived their entire lives under a mountain, the clansmen hav e 
developed a special connection with the very earth itself. They hold the 
Earth element dear, but this special reveration does not often extend to
necromantic side of the element. As such, warriors of faith among the
clansmen are particularly adept at drawing power from the Earth.
Effects: Gives +100 to earth bond max for Templars. Gives +10 to earth bond
regen for templars. Boosts earth related spells of Earth priests.

Forgeheart:
Cost: 1
The clansmen are renowned for being the best metal smiths in the entire
known history. There is a great sense of purpose when it comes to molding
and forging metals. A smith can spend an entire lifetime to perfect that
one piece of work, and exposure to constant heats of the magma forge can
infuse them with natural adaptation to great temperatures.
Effects: Increases fire infusion and resistance.

Glory scars:
Cost: 2
Battle wounds accumulate, personal stature grows. From skirmishes to a
hero, from wars to a legend, from bloodfeuds to a myth. To recognize a
great clansmen warrior, you only need to take a single look at them. You
will know. A true warrior is a walking resumé, and sometimes great heroes
have willingly lowered their formidable defences in battle to get wounded,
so as to be recognized by their own folk as accomplished warriors, instead
of having to walk in shame their entire lives due to their own superior
martial ability enabling them to remain completely unscathed from all
attacks.
Effects: Clansman gain glory scars from taking heroic amounts of damage to
hit slots. These glory scars increase your heroism and ascendancy.

Good-brother-agreements:
Cost: 2
In a hostile world of strangers, you trust the few you can. Usually they
are one of your kind. There is brotherhood in blood, and eventually if you
backtrace the family lineage long enough, you will find a common ancestor,
making you a part of the same glorious extended family. Who cares if it was
as far removed as your great great great great great great great great
great great great great great great great great great great great great
great great great great great great great great great great great great
great great great great great great great great great great great
grandfather: His blood courses through you both still! Clansmen traders
also have a keen eye for quality. They are able to notice flaws in
perfection, and as such, negotiate better deals with shopkeepers by
pointing out flaws in their wares. Sometimes this haggling technique may be
perceived as subtly veiled threats and blackmail.
Effects: Shopkeepers never reduce prices for you when you are selling.

Grudgebearer:
Cost: 2
Clansmen keep an accurate record of all wrongdoings done to them and to
their own. The insults are felt even after generations, and fuel up the
weapon arms of countless clan warriors in times of war, or relative peace.
Some clans hold a particularly numerous amount of grudges to bear by some
races in the valley. For some reason, those races are not yet extinct, but
if the clansman has anything to say about it, they will soon be!
Effects: Suddenly recalling an unresolved grudge can sometimes fuel a
clansman's weapon arm to land with greater accuracy and power, shattering
defences and finding that weak spot it would have otherwise missed, or
failed to exploit to its fullest.

Hands that make flawless work:
Cost: 1
A clansman feels no greater insult than when producing a handcrafted item
worse than his or her level of ability would suggest possible. As such,
clansmen artisans have developed techniques that disallow themselves from
producing inferior work!
Effects: Gives you bonus to craftmanship for all skills. Also prevents
fumbling with maintenance skills.

Heavy metal smith:
Cost: 1
Nothing compares to the molding of metal. The clangs of the hammer against
yielding matter. Through the power of your arms and the wisdom of your
mind, you can make inanimate matter achieve true perfection. You know and
employ several ages-perfected techniques that allow you to smith with
incomparable dedication!
Effects: Gives you hairier arms and longer beard. Also helps you with all
smithing related things like resizing metal armours. Requires forgeheart.

Indomitable:
Cost: 2
Being indomitable is not about avoiding damage. It is about getting back
up, time and time again, after being struck down, with no worse for wear.
Effects: Indomitable clansmen have a 50% chance of ignoring lethal damage.

Ironsoul:
Cost: 1
Clansmen are made of iron, both body and soul. Some of them have steeled
their essence as well against harmful magical energies, often wielded by
their enemies. This gives them a natural resistance against magic.
Effects: Gives magic resistance.

Master of arms:
Cost: 1
Master of arms is a clansman responsible of taking care of the armaments of
the clan and knowing how to use them effectively. It is his responsibility
to show and teach younger clansmen how to wield them effectively, making
him master of using them in combat and harnessing their special powers.
Effects: Improves alacrity and prowess.

Not amused by fancy trickery:
Cost: 1
Some of the most hardened clansmembers do not care about fancy magical
trickery of their enemies. Their opponents helplessly flail their arms in
the air trying to perform magical tricks while the clansmen just shrug off
the magic energies and bury their axe deep in the caster's forehead.
Effects: Gives you a natural ability to ignore offensive spells cast on
you. Requires ironsoul.

Panzerdwarf:
Cost: 3
Wearing armour is like second skin for the most veteran clan members. They
sleep in it, they live in it, they make love in it and will never remove it
under any circumstance. Possibly they cannot even remove it any more as
years of wearing it has grown it on them. In any case they barely notice
wearing the armour in combat or otherwise.
Effects: Reduces armour penalties in combat.

Power metal:
Cost: 2
To clansmen, metallic armours are like a second skin. Wearing armour made
of metal provides them with great comfort and protection. Some other
cultures might favour the finest silk, natural obesity, or hides and skins
of various animals, beasts or whatever the warriors of the world manage to
kill and process, but this clansman is different. Only metal that is true
brings out the inner power of the clansman, ready to stand in line with
their brothers in arms.
Effects: Metal armours provide natural AC bonus. Armours that contain large
amounts of non-metals in them do not offer the protection, therefore
studded/ring mail/bezainted/augmented chain mail/brigandine armours do not
offer the bonus.

Short and stout:
Cost: 1
I'm a little crackpot, short and stout
Here is my axe-handle , here is my stout
When I get all steamed up, hear me shout
Just tip me over and your guts will pour out!
Effects: Lower damage from hits in the head and neck slots by 20%.

Steadfast determination:
Cost: 1
To go through the grey rock itself. If you are as unyielding as the
mountains themselves, there is nothing that you cannot accomplish when you
set your mind into it.
Effects: Further increases stun resistance and defiance. Requires stubborness.

Stubborness:
Cost: 1
Stubborness is an armour. Willpower can mark the difference between going
down and living another day. In times of battle, there is no time to spend
seeing stars.
Effects: Further increases stun resistance and defiance. Requires bullheaded

Tunnel fighter:
Cost: 1
Fighting inside the mountains is a cramped business at best. The tunnels
are narrow, and clansmen become adept at fighting side-to-side, a veritable
wall of steel. When an opportunity presents itself, an attack made against
the warrior next to him can just as well be parried, because should the
line break, the forgotten unnameable horrors that crawl up from the depths
of the earth can spell quick ruin to otherwise impregnable-from-the-outside
mountain fortresses of the clan.
Effects: Each party member in front row of the party increases your
counter-attack skill by 33% and when counter-attacking you perform 2
attacks instead of 1.

Underground fashion - amulets:
Cost: 2
Fashions of the underground are totally different than ones within above
ground communities. While the surface dwellers prefer beautiful colourful
clothing made of finest silks, the underground dwellers prefer something
more substantial and valuable; jewelry made of metals ranging from gold to
adamantium. Amulets are in this season in your clan and everyone are
adorning themselves with outrageously expensive and powerful ones, even in
their beards.
Requirements: heavy metal smith
Effects: Grants extra amulet slot in beard. Can have only one fashion
ability.

Underground fashion - earrings:
Cost: 2
Fashions of the underground are totally different than ones within above
ground communities. While the surface dwellers prefer beautiful colourful
clothing made of finest silks, the underground dwellers prefer something
more substantial and valuable; jewelry made of metals ranging from gold to
adamantium. Earrings are in this season in your clan and everyone are
adorning themselves with outrageously expensive and powerful ones, even in
their beards.
Requirements: warborn
Effects: Grants extra earring slot in beard. Can have only one fashion
ability.
Underground fashion - rings:
Cost: 2
Fashions of the underground are totally different than ones within above
ground communities. While the surface dwellers prefer beautiful colourful
clothing made of finest silks, the underground dwellers prefer something
more substantial and valuable; jewelry made of metals ranging from gold to
adamantium. Rings are in this season in your clan and everyone are adorning
themselves with outrageously expensive and powerful ones, even in their
beards.
Requirements: clan warmaster
Effects: Grants extra ring slot in beard. Can have only one fashion
ability.
Warborn:
Cost: 1
You were born in the battle and for the battle. Your pacifier the end of an
axe handle and your toys were bones of your enemies. Fighting is your
second nature and it barely has any drain on you.
Effects: Reduces epdrain of combat maneuvers.