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Old 10-15-2019, 09:42 AM   #1
Anders
 
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Default [Powers] Chivalry

Building a power for a TL3-4-ish fantasy setting. I wanted something to make my knights truly memorable. May cannibalize some powers from Chi Sorcery (Pyramid #3/105). Thoughts?

Quote:
Power Modifier

The Power of Chivalry comes from championing the Nine Greater Virtues: Loyalty, Duty, Honor, Hospitality, Courage, Discipline, Temperance, Truth, and Justice. This is a 15-point code of honor (-15%). If the champion violates this code, they lose access to all powers immediately (+0%), and they can only be redeemed by undergoing a major quest (-5%). In addition, the power has an anti-power, Infamy, which fights against and limits it (-5%). The total power modifier is -25%.

Power Talent
10 points/level

Chivalry Power comes with its own Power Talent. The Power Talent gives a bonus equal to its level on any success roll made to use any of the power’s abilities. It also gives a bonus to the following skills: Broadsword, Lance, Riding, Philosophy (Ártus), Savoir-Faire (High Society), Shield.

Powers

Aura of Courage: Anyone within 4 yards of you get a bonus to all Fright Checks, all checks to resist the Intimidation skill or a supernatural power that induces fear. The bonus is equal to your Power Talent (e.g., Chivalry Talent 3 gives a +3 bonus). Statistics: Affliction (Advantage; Fearlessness 4, +80%; Area Effect, 4 yards, +100%; Chivalry, -25%; Emanation, -20%; Nuisance Effect, Limited by Talent, -5%) [23].
Gallop: Your horse can gallop twice as fast as a normal horse as long as it moves in a relatively straight, smooth course. Statistics: Enhanced Move 1 (Chivalry, -25%;) [15]. This makes the fact that it affects horse rather than rider a special effect and avoids building a fiddly Affliction.
Great Captain: This is 4 levels of Charisma, albeit it gives no bonus to Fortune-Telling and Panhandling. Statistics: Charisma 4 (Chivalry, -25%; Nuisance Effect, lacking skill bonuses, -5%) [14].
Great Shout: You can emit a great shout that strikes terror into your enemies. Anyone who hears you must roll an immediate Fright Check, at a penalty equal to your Talent+1. Statistics: Terror 2 (Chivalry, -25%) [30].
Hardiness: +10 HP. Does not affect slams or falls. Statistics: Extra HP 10 (Chivalry, -25%; Nuisance Effect: No effect on slams or falls, +0%) [15].
Lay on Hands: By touching a person, the champion can heal 2d HP or cure minor diseases (common cold, mild flu, etc.). It works on variant humans and horses. Using this ability costs 4 FP and is subject to all the normal restrictions for Healing (p. B59). Statistics: Healing (Capped, 4 FP, -20%; Chivalry, -25%; Xenohealing, horses, +5%) [18].
Man-At-Arms: This is the Weapon Master advantage for the knightly weapons (longsword, mace, shield, and lance). Statistics: Weapon Master (Small set, Chivalry, -25%) [23].
Master of Horses: A +4 bonus to Animal Handling, Packing, Riding, Teamster, and Veterinary, as they apply to horses, only. Horses also react to you at +4. In addition, you can talk to horses and can use your Influence skills on them. You can also read their emotions with an IQ roll. Statistics: Animal Empathy (Chivalry, -25%; Horses Only, -80%) + Animal Friend (Chivalry, -25%; Horses Only, -80%) + Speak With Animals (Chivalry, -25%; Horses Only, -80%) [10].
Master of Defense: You get a +2 bonus to Block with your shield and Parry with either your sword or your mace (choose when buying the ability). Statistics: Enhanced Defenses 2 (Block and one Parry) (Chivalry, -25%) [15].
Undying Champion: You need never make a HT roll to survive. You can survive and even function down to -10×HP, at which point your body is utterly destroyed. As long as you are alive, you heal normally. Your crippling threshold are doubled and crippling is never permanent. Statistics: Injury Tolerance (Unbreakable Bones) (Chivalry, -25%) + Unkillable 1 (Chivalry, -25%) [45].
Virtue’s Shield: You and everyone within 2 yards of you are protected from the forces of Infamy. Anyone who wishes to affect someone in that area must make win a Quick Contest of Will with you. If the attacking ability already requires a Quick Contest of some kind, the attacker rolls only once, but the target gets +5 to resist. Statistics: Static (Infamy) (Area Effect, +50%; Chivalry, -25%; Resistible, -50%) [23].
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Old 10-15-2019, 10:14 AM   #2
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Default Re: [Powers] Chivalry

Quote:
Originally Posted by Anders View Post
Building a power for a TL3-4-ish fantasy setting. I wanted something to make my knights truly memorable. May cannibalize some powers from Chi Sorcery (Pyramid #3/105). Thoughts?
I don't think the healing power belongs there. It wasn't something knights did all the time, or much. Even the best knight, Lancelot, only tried it when everyone else had failed, and was surprised when it worked; and the wounded man came in with a special prophecy. It seems to be more a power that a saint might have, and knights as such are not saints.
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Old 10-15-2019, 10:29 AM   #3
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Default Re: [Powers] Chivalry

Good point. How would you build a power to avoid falling of the horse? Perfect Balance (Only in the saddle)?

Edit: Definitely adding Unfazeable to the list. Resistance (Poison)? Infamy powers will be centered around poison, sneaking and assassination. Striking from the shadows rather than in open, honest combat.
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Last edited by Anders; 10-15-2019 at 11:05 AM.
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Old 10-15-2019, 11:32 AM   #4
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Default Re: [Powers] Chivalry

I think that it works best as a power at 5 CP/level, rather than a talent and power at 10 CP/level. Abilities would include Ally (Summonable), Charisma, Damage Resistance, Doesn't Breath, Doesn't Eat or Drink, Doesn't Sleep, Indomitable, Injury Tolerance (Damage Reduction, No Brains, No Vitals, and/or Unbreakable Bones), Lifting ST, Recovery, Regeneration, Resistant (any physical threat), Striking ST, Unfazeable, and Unkillable 1. I would honestly have the power modifier be -15%, requiring a Code of Honor (Chivalry).
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Old 10-15-2019, 11:41 AM   #5
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Default Re: [Powers] Chivalry

It draws somewhat on the 2nd edition D&D Paladin.
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Old 10-15-2019, 11:52 AM   #6
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Default Re: [Powers] Chivalry

Quote:
Originally Posted by whswhs View Post
I don't think the healing power belongs there. It wasn't something knights did all the time, or much. Even the best knight, Lancelot, only tried it when everyone else had failed, and was surprised when it worked; and the wounded man came in with a special prophecy. It seems to be more a power that a saint might have, and knights as such are not saints.
It might be a D&Dism, but it's a common enough power of RPG paladins, though.
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Old 10-15-2019, 12:49 PM   #7
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Default Re: [Powers] Chivalry

Yeah, but I was going more for an Arthurian vibe. Hmm...
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Old 10-15-2019, 12:55 PM   #8
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Default Re: [Powers] Chivalry

It'll work as a Gaes. One possibility is that strength increases and decreases according to adherence. Much like an LLC share price does according to profit.

The Arthurian idea would fit but it is not out of place in a modern one. Captain America, and Wonder Woman are notably idealistic supers in their later incarnation and they would fit.
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Old 10-15-2019, 12:59 PM   #9
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Default Re: [Powers] Chivalry

Quote:
Originally Posted by Daigoro View Post
It might be a D&Dism, but it's a common enough power of RPG paladins, though.
I'm more inclined to rely on actual source material than on D&D versions.
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Old 10-15-2019, 01:03 PM   #10
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Default Re: [Powers] Chivalry

No one is seeing any egregious flaws in the builds?
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