New Elite Orders
Here's some new orders me and my RPG group came up with. What do you think of them?
New Orders
Blade master-
Requisites- Nimbleness: 9+, Strength 9+, Swiftness: 4+, Armed Combat: +10,
Order Skills- Acrobatics, Armed Combat, Intimidate, Jump, Ride, Run, Siegecraft.
Abilities-
Weapon Focus: A blade master must take this ability first, he selects a weapon in which he has a specialty, and he gains a +4 instead of a +2 specialty bonus when using that weapon also he gains +1 to the weapon’s parry bonus, also +1 to the weapon’s damage. This can be selected once more gaining a new weapon. Also a blade master takes a -4 penalty when using any weapon in which he has no Focus in. Requisite: Weapon Mastery (your weapon). [Note this ability can only be taken once.]
Swift Strike- Same as Warrior, does not stack.
Precession Attack- Spend a point of courage and make a successful TN 10 Lore: Race (whatever-your-fighting) to gain a +4 damage to your next attack [Note: this must be with a weapon which you have a focus in].
Advanced Parry- If you parry an attack by 5 or more you gain one free attack of opportunity against that opponent. You can only use this once a round and it can only be against one enemy that must be picked during your turn. [Note: this must be used with a weapon which you have a focus in].
Technique- You receive one extra action a round for Parry/Dodge.
Special Move- You receive a +5 to any one special attack (Blunt, Power, Sweep). You may get this more than once but on a different move, it doesn’t stack. [Note: this must be used with a weapon which you have a focus in].
Stance- The blademster gains the use of 3 combat stances it takes 1 move action to set yourself in the stance it also takes one action to change stances. [Note: this must be used with a weapon which you have a focus in].
High Stance- Gives +2 to damage and -4 to defense and -3 swiftness.
Forward Stance- Gives +4 to attack and -4 to parry and -3 to swiftness.
Defensive Stance- Gives +2 to parry, Dodge, and Defense, -4 to attack and -3 to damage.
Burglar
Requisites- Nimbleness: 10+, Wits 10+, Stealth 8+, Observe 4+.
Order Skills- Acrobatics, Appraise, Armed Combat, Climb, Conceal, Debate, Guise, Inquire, Legerdemain, Lore, Mimicry, Observe, Persuade, Ranged Combat, Run, Search, Stealth.
Abilities-
Stubborn- You receive a +5 bonus to Willpower tests against anyone you think is trying to find out about your treasure, where you get your treasure,or your methods or anyone trying to dominate you.
Infiltration- By spending a point of courage and 30 minutes time your character spots a way into any Fortress, Hideout, House, etc. Requisite: 2 other Burglar Abilities.
Silent- Anyone who attempts a Observe (Listen) check against you receives a -6 penalty.
Crafty- You receive a +6 bonus to Legerdemain, Nimbleness, or Strength tests to break free from someone’s grip or to escape from being bound.
Dealer- You have someone who sells your stolen treasure on the black market. (Tends to tie PCs to one place)
In and Out- You receive a +4 bonus to all tests to get you in to steal something and to get you back out. (required two other Burglar order abilities)
Blade in the Dark- You are an expert in killing or knocking guards out without a sound. When you spend a point of courage to attack someone who can’t see you receive a +5 bonus instead of a +3.
Non-Order Skill- Does the same as all the Non-Order Skill abilities
Dragoon
Requisites- Strength 10+, STA 5+, Armed Combat +9,
Order Skills- Armed Combat, Climb, Debate, Healing, Inspire, Intimidate, Jump, Observe, Ranged Combat, Ride, Run, Siegecraft, Unarmed Combat.
Abilities-
Arsenal- Add 50 lbs. to each weight category for the purpose of determining loads.
Valiant Stand- To activate spend a point of courage for the next 1d6+6 rounds those around you receive +4 to all Willpower tests to resist fear, this can only be used in combat and only works if you are in a place were your comrades may see you fighting. If you are killed, fall unconscious, or are unable to continue to fight your allies are disheartened and take a -2 penalty to Willpower to resist fear for the next 4 rounds. [Requires Inspire +6]
Hard March- This is equivalent to the Barbarian Hard March Ability.
Impervious- You do not take any penalties from the Dazed Health Level or Winded Weariness Level.
Unit Combatant- You receive a +5 to all Armed and Ranged Combat tests while you are in a unit of 40 or more fighters.
Strength of Arms- You may apply your Str modifier instead of your Nim modifier to any Medium Weapon when determining to hit.
Foe of Evil- Once per session you may gain a +4 damage bonus against a true evil creature (orc, warg, troll, etc.)
Berserker
Requisites- Strength 10+, Vitality 8+, Armed Combat 10+, STA 4+, Battlefury.
Order Skills- Armed Combat, Intimidate, Jump, Run, Smithcraft, Siegecraft, Unarmed Combat.
Abilities-
Rage: Spend a Point of courage to activate. Gain +4 Str and +3 to hit for the next Vit/2 rounds. After this lose 2 Weariness Levels.
No Room for Pain: Spend a point of courage to activate to ignore all minuses from wound levels for the next 1d6+1 rounds. {Requires one other Berserker order ability)
No Room for Fear: You gain a +3 for willpower reactions against fear and domination while engaged in combat.
Heart of Fury: You gain a +1 to damage for Armed Combat for each wound level lost (limit +4).
Terrifying Presence: Gives you a +2 to all Intimidate tests made in combat.
"How come if I'm the protaginist, Lord Aragorn gets two love intrests, and I'm stuck in a sub-plot with DIck Cheney!"
-Frodo