The following is a brief discussion of how characters are built in HoNK/ToNK. Character Classes are built using this system, as are 'classless' characters.
Characters
are built using Proficiency Points. Most of these points at first level
are spent building the character Class but the character always has at
least 10 free Proficiency Points to spend. You may not, however, ‘double up’ on
any expenditures that your Class already grants
1 point of Proficiency can be
spent gaining Proficiency in:
a weapon/attack style;
an armour type;
a shield;
3 points on a standard weapon group (such
as light blades or medium hammers), or all shields, or an armour group*;
9 points on a full weapon group (all
polearms, or all blades);
30 points for proficiency in all weapons;
8 points on all armours;
2-6 points for extra Vitality dice (2 for
1d6; 4=2d6; 6=3d6, 1 extra dice only if purchasing Vitality beyond 1st level):
5-15 points to gain a permanent bonus of 1-3
to a Specialty or a Skill (although there must be a limitation attached
when applying a bonus to a Skill, see below). 5 points per point of bonus
(e.g., 15 points for a permanent bonus of 3 - i.e., adding 3 to the target
number - for Influence rolls, using the Specialty Haggle). If the bonus
is conditional or limited (e.g., a bonus of 3 to Nature skill - Hunting,
only in forests), the cost is reduced by 3 per point of bonus. This
limitation must be significant, preventing the bonus from being applied in at
least half of the likely situations. If a limitation is blatantly
ridiculous or meaningless there is no discount.
4-8 points on a Magical Aptitude
(access to a style of magic to a certain level);
6 points to increase a Skill Pool (this
is known as a Boost) by 1 (once per Skill only);
9 points to purchase an extra Skill
(Crafts cost 6 points; Vocations cost 8 points).
Characters
gain 3 Proficiency Points per level above the first (these can be saved).
From 3rd
level (Fighters, Gallants, Knights, Rangers, Berserkers, Paladins &
Barbarians may do so at 2nd level) a character may spend 3
Proficiency Points (if they have them available) to gain a permanent +1 to all
attacks with one weapon, combat maneuver or attack mode. Proficiency Points can
be spent in this way no more than three times for a single weapon, combat
maneuver or attack mode. This cost may be tripled to apply the +1 bonus
to a standard weapon group. Proficiency points can only be spent in this way once
for any standard weapon group, and cannot be spent this way for a full weapon
group. Bonuses for standard weapon groups and individual weapons within that
group do stack with each other.
*Note that if you wish to buy proficiency in a
weapon group, or armour group, or a Magical Aptitude, you must meet any
prerequisites, such as having proficiency in at least one type of light armour
before purchasing the chain armour group, or knowing Level 1 Witchcraft in
order to learn level 2 Witchcraft
All
characters begin with a Base Vitality score equivalent to their HT score plus
1d6.
There
are 9 levels. Every second level (2, 4, 6 and 8), a character may attempt to
increase an Attribute by 1. They must roll over
the Attribute score on 1d20 to do so (they must exceed the number. Merely rolling equal
is not enough). No Attribute may be boosted above 19 by this method.
Characters
select their Class. This grants them a number of abilities: Skills,
Proficiencies, Skill Boosts, Specialties, Weapon & Armour Proficiencies,
Magical Access and access to a special Class-related Skill Pool.
Characters
receive skills as per their Class. Each Skill has an associated pool of 4
points, which the character may apply on a 1-to-1 basis to increase the target
number (or, in the case of Combat, add to the roll). This pool replenishes with
rest, and increases by 1 every level (to a maximum of 13 or 15 for an Advanced
Combat Pool).
Characters
also begin play with 3 free Specialties (spent as preferred, such as a single
+3, a +2 and a +1, or three +1 Specialties) over and above those they receive
from their class. These are entirely the player’s choice, save for the fact
that no limitations are permitted, and that Specialties already received due to
Class cannot be improved (at level 1).
Characters
may also purchase new skills from level 4, gaining a base pool of 3
points, which increases as normal (e.g., 3-point pool in a skill selected at 4rd
level will increase to a maximum of 8, and so on). There must be some sort of narrative
justification for any skills chosen.
Advanced Combat (costs 18 points, pool = 8)
Points may be spent in any way
within a given round, and may be applied to any Attack roll, Active Defense,
Initiative, any Combat Maneuvers, Wounding Strike checks.
Advanced
Flexible Combat
(costs 15 points, pool = 8)
Points are allocated to either Offense
or Defense each round. If nominating Offense, points may be applied to
the Attack Roll, Initiative, Offensive Combat Maneuvers, Wounding Strike
checks. If nominating Defense, points may be applied to Active Defense,
Initiative, Defensive Combat Manuevers.
Simple Defensive Combat (costs 9 points, pool = 4)
Points may be allocated to
Initiative, Active Defense, Simple Defensive Maneuvers.
Simple
Offensive Combat
(costs 9 points, pool = 4)
Points may be allocated to
Initiative, Attack Rolls, Simple Offensive Maneuvers.
Simple
Flexible Combat
(costs 9 points, pool = 4)
Points must be allocated to either
Offense or Defense each round. If nominating Offense, points may be
applied to the Attack Roll, Initiative, Simple Offensive Maneuvers. If
nominating Defense, points may be applied to Active Defense, Initiative,
Simple Defensive Manuevers.
You
can only ever have access to one Combat Pool, although once you reach 3rd
level, (2nd level if you are a Ranger, Berserker, Paladin or
Barbarian) you can spend 9
points to
upgrade any of the Simple Combat Pools to the Advanced Combat Pool or 6 points to upgrade to the Advanced
Flexible Combat Pool, or 3
points to
upgrade from Advanced Flexible Combat to Advanced Combat. If you bought a Boost
for the previous Pool, this carries over to the Advanced Combat Pool, as do any
level-related increases to that Pool.
Skills:
(cost 9
points each unless otherwise specified)
Arcana
Athletics
Brawn
Craft
(costs 6 per Craft, pool = 3, no passive advancement)
Communication
Detection
Discipline
Endurance
Expression
Influence
Interaction
Finesse
Guile
Healing
Lore
Mechanics
Movement
Nature
Religion
Riding
Stealth
Vocation (costs 8 per Vocation, pool = 3, no passive advancement)
Below is an example of a character class:
Diabolist
The
Infernal Realms strive constantly to conquer and colonise the worlds of
mortals, and the Diabolist is one of their mightiest servants, inserting
themselves into all corners of civilization, and subverting or corrupting all
that they find.
Skills: Arcana, Guile, Influence,
Religion (cost: 36)
Boosts: Arcana, Guile, Influence
(cost: 18)
Proficiencies: four light weapons (cost:
4)
Vitality Bonus: none
Specialties: +3 Demonology (15); +2
Diabolism (10); +1 Wizardry (5); +4 distributed between 2-4 Specialties in the
Guile Skill (20); +1 Scholarship (5); +3 distributed between 2-3 Specialties in
the Influence skill (15); +2 distributed between 1-2 Specialties in the
Interaction skill (10).
Magical Access: Diabolism – Basic (cost:
8)
Free Points: 14
Class Talent: Fiendish Pool (10) Creates
a 4-point pool (passive increase of 1 point/level, no boosts), that may be
applied to any Spell casting, Countermagic, Conjury, Demonology, Diabolism or
Insight check.
If the Fiendish Pool is full, all points may be expended to create a
Demonfire Bolt, a ranged attack that does 1d6 Vitality damage per point in the
Fiendish Pool, to a maximum of 6d6. The Bolt has range of 20’ (plus 5’ per
point in the Fiendish Pool). A normal ranged Attack is required to strike with
the Demonfire Bolt, and there is an attack bonus of +1 per point. Demonfire
Bolt damage is magical and ‘unholy,’ and ignores ‘holy’ defenses, including
Divine or Devotion Points applied to Active Defense. It cannot produce a
Wounding Strike. If the damage dice roll produces 3 or more rolls of 6, the
target must make a Magic Resistance check or have their alignment shifted by
one factor towards that of the Diabolist (as per Conversion). Note that
if the full Pool contains an odd number of points, the remaining point is nonetheless
consumed by the Demonfire Bolt. If a Demonfire Bolt is used, the Pool is empty
until replenished and cannot be recovered.
Fiendish Points can be used instead of Vitality points to power
Diabolical spells.
The Fiendish Pool can be recovered by a normal Recovery check
(Discipline), and replenishes once per day, assuming a period of full,
undisturbed rest.
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