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Past Fantsy Info

Jan 13th, 2015
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  1. Our Troops
  2.  
  3. Undead Knights: 25
  4. Trait Undead
  5.  
  6. Officer Jargens a death knight odd fellow as not 'quite' dead or alive for that matter. Commands the undead knights under him are about two score.
  7.  
  8. Mummy Knight Alric in that case. Though there is also Empts or Gos.
  9.  
  10. Gear are mounts and their equipment. Bit on the battered side but still quite serviceable.
  11.  
  12. Upkeep cost
  13.  
  14. Bare minimum they only need their gear taken care off of and on. They don't even require much pay but in exchange there are certain things their interested n.
  15.  
  16. Outsider Spirit: 25
  17. Trait Spirit
  18.  
  19. Officer known as Djinn odd fellow who your forced to deal with for the sole fact its the only one who can take a humanoid form and is willing to deal with others. Noted to best not ask about personnel life or wishes.
  20.  
  21. Gear...is nothing at the moment depends upon the individual.
  22.  
  23. Upkeep cost is regular odd payments. Stuff is weird with what they request Genie brought up a different means of payment but it has yet to be investigated. So far their not expensive but more weird.
  24.  
  25. Elite Snipers: 100
  26. Top quality snipers where they lack in everything that rangers due besides accuracy and ranged they more then make up for in those two things. They wield crossbows and prefer lighter mail and leathers.
  27.  
  28. Officer Kandace leader of the elite snipers possesses a rare magi weapon as a reward for being the best of the best.
  29.  
  30. Upkeep cost is less then expected as they are pretty good about taking down the occasional critter which helps it not hurt as much. Still require pay though and unlike the rangers they don't regularly bring in stuff to help offset it.
  31.  
  32. Bad ass rangers: 100
  33.  
  34. For when you need someone to cover ground quickly, effectively, and behind enemy lines while still making it out intact these are your guys. Not including their duties at screening, covering flanks, and acting as skirmishers. They seem to be flourishing out here in the boonies its the damn near perfect environment for them.
  35.  
  36. Upkeep bare minimum thanks to their skills they like the undead knights you don't really suffer that much. Hell often enough they downright supplement you and your forces with what they manage to bring in regularly.
  37.  
  38. Officer Joyce the one ranger who you can actually reach regularly unless there are some wounded recovering. Unsurpisingly also serves as the officer/liaison between you and them. Commands about 50 guys. Unlike the other rangers his other duties prevents him from going on real long trips regularly. So instead he tends to be much more thorough with his 'explorations'.
  39.  
  40. His rangers hate him for it but he has to do something to stay sane and make up for it, also a fabulous trapper.
  41.  
  42. Gear is hides, carapace, and light metals along with bows, and light melee weapons.
  43.  
  44. Basically they like their armor light and their weapons light besides their bows.
  45.  
  46. Upkeep...is actually a positive as in they bring up much more then they cost.
  47.  
  48. Bad Ass dryads: 50?
  49.  
  50. Officer Cecilla connected to a treent known as Cracks to everyone but the dryads. To be fair though its actual name is a bitch to pronounce.
  51.  
  52. A bunch of badass dryads who are unlike many of their brethren not limited in mobility or distance. Suffice to say they are well worth it though you are rather uncertain how to deal with them as while the spirits are certainly unusual at least they are not Fae.
  53.  
  54. Upkeep
  55.  
  56. well it doesn't cost anything to maintain them but they still require payment. At the moment you have been rather inventive about it so far but they ain't exactly cheap if you pay them in classic means.
  57.  
  58. Basic Troop Footmen: 200
  59.  
  60. Gear breastplate and leather. Short Sword, spear, and shield.
  61.  
  62. Hardened veterans thanks to these wartorn lands their officer is Captain Rainheart who started off as bottom barrel and worked his way up to being an officer without any help, bribes, or training. Not even a noble but a commoner of all things.
  63.  
  64. Him and his boys are veterans and well trained.
  65.  
  66. Upkeep is the general unlike your other forces who can supplement it or require/want different means of the usual these guys are classic.
  67.  
  68. Grunts: 100
  69. They are basically your baby's first soldier who can upgrade(evolve) into other classes without penalty. Could serve as sling throwers
  70.  
  71. At least so long as they are martial anyway the non martial variant is Initiate. technically the class before each is novice. anyway put it out there and see who responds. At the moment you have homesteaders, trappers, hunters, and lumberjacks.
  72.  
  73. ----------------------------------------------------------------
  74.  
  75. At the moment despite being an adviser who decided to strike out on your own and establish your own territory. Simple enough captured this keep and acquired troops to serve you. Problem is things are quite skewed there aren't exactly many here besides your troops and they may end up getting antsy with lack of...company. Potentially useful depending on how you wield it.
  76.  
  77. Your family isn't exactly all that happened you decided to go this route they expected you to either return and help out the family or join up with some other force not strike out on your own as an adviser of all things.
  78.  
  79. So it certainly caught people off guard but alas who cares about them once you graduated you pulled your strings, packed up, and then left.
  80.  
  81. -------------------------------------------------------------------
  82. Sir Richard Jeffery Didrikson V
  83. Traits
  84. Deviated
  85. Connected
  86.  
  87. Passive
  88. Bloodline
  89. Twisted - trait that allows player control.
  90. Insight
  91.  
  92. Ability
  93. Identify: Able to determine rough stats and other info from target. Including possibility of turning them and weaknesses/strengths.
  94. Lowdown: You get down and dirty with whats going on. Useful for getting a more down to earth view.
  95.  
  96.  
  97. Heroic Unit
  98. Hero Archtype Adviser
  99. Previous Unit Types Bad Ass Student and Elite Noble.
  100.  
  101. Heroic upgrade archtype Adviser
  102.  
  103. Stats range from 1-10 above 10 is consider superhuman tier. While 10 is akin to olympic standards the highest and best of humanity.
  104.  
  105. Might: Governs raw strength and toughness 6
  106. Agility: Governs your dexiterity, reflexes ,how agile you are 6
  107. Intelligence: How smart you are. 8
  108. Wisdom: aka your willpower and a bit of common sense 5
  109. Charisma: How attractive/persuasive you are 9
  110.  
  111. There is no luck stat that is up to the dice to decide. There are other stats to consider but those are consider 'power' stats which may be hidden depending on what they are.
  112.  
  113. Power Ranking Heroic Basic.
  114. POWAH LEVEL YOU IZ A PRETTY PANSY.
  115.  
  116. -----------------------------------------------------
  117.  
  118.  
  119. Are what your capable of. Sadly you combat ability is rather...lacking. But that may be fixed and you are well educated. Alas we don't exactly have any tomes of magic for you to learn but we do have some magical talent around.
  120.  
  121. Nor are you very charismatic but you have some manner of brains and tend to...notice things others would miss. Certainly does help as well that you are rather...odd.
  122.  
  123. I suggest using an ability once per a turn unless you wish to overextend yourself.
  124.  
  125. If you DO overextend yourself you wont be able to use anything special until you recover. Useful for in a pinch though when you don't have much choice.
  126.  
  127. POWAH level by the way includes 'hidden' stats/modifier and includes ALL your stat totals include basic, special, and rankings.
  128.  
  129. So seeing some small if not major differences for unknown reasons is not surprising. Have fun figuring out the hidden.
  130.  
  131.  
  132. ------------------------------------------------------
  133.  
  134. Be aware that the...undead are not exactly well liked they suffer rather harsh relations. Their cheap, strong, and tireless though.
  135.  
  136. As for the dryads...well they ARE Fae. The chaotic side of nature they represent or to be more precise are incarnates of where the elementals are the lawful.
  137.  
  138. At least at first anyway I suppose there are such things as fae knights or mad elementals...but its a good generalization.
  139.  
  140. Truth be told one of them alone makes the spirits look simple in contrast to deal with.
  141.  
  142. Rangers scouting.
  143. Footmen and Snipers joint operation Patrol day time.
  144. Undead Knights patrol nighttime.
  145. Dryads reserve.
  146. Spirits reserve.
  147.  
  148.  
  149. The Death Knight for his parts warns you of the ghouls stating that they come in two types.
  150.  
  151. The undead and living ones.
  152.  
  153. Spirit Techniques
  154.  
  155. Spirits are noted from being similar yet different from divinity power that is the domain of deities and natural magics like that of which druids use.
  156.  
  157. Their power is noted to be different from each yet similar in a weird hybrid kinda hybrid way if it wasn't that they can appear to use powers that don't even remotely fit into those two rough categories.
  158.  
  159. Never underestimate spirit techniques as it can prove a rude surprise to even the gods.
  160.  
  161.  
  162.  
  163. Fae specialty Dryad magic meanwhile is of the Fae type magic with the specialty being of the dryad variety.
  164.  
  165. Fae magic is a specialty in nature or natural magic with a special noted difference regarding flare for trickery, chaos, and illusion.
  166.  
  167. The sub specialty Dryad is noted to be more plant focused in addition to the above.
  168.  
  169. one of the captured druids who stayed turned out to be a druid of nearby circle he was impressed with our relationship with the dryads. He goes by Serin Alcine.
  170.  
  171.  
  172.  
  173. A dwarf who decided to stay is nobility and has taken up command of those dwarves. His name is Irgen Hamar.
  174.  
  175. A few of the elves are 'tenders' whatever that means guessing it has to do with trees or gardening.
  176.  
  177. While the rest wild ones appreciated our rangers. A few even seem fascinated with Captain Rainheart freaking him out a bit.
  178.  
  179. the dwarves besides the noble one one turns out to be smith, a mason, some miners, and guards/soldiers.
  180.  
  181. People of Note: "Grash." the Ogre
  182.  
  183. A Monster Hunter
  184. A Witch
  185. A Hedge Mage
  186. A Barbarian
  187. A Savage Craft Master
  188.  
  189. Identified 8 craftsmen.
  190.  
  191. A bower.
  192. A fletcher.
  193. A Tanner.
  194. A trap maker.
  195. A Blacksmith.
  196. A Herbalist.
  197. A Brewer.
  198. A Wild Chef.
  199.  
  200. >Insight
  201. You know your beast parts and some plant are easily handed off. Problem lies in the monster parts which while much more valuable are harder to use. Reforged metal right is basically the recycled stuff. Stone while heavy can be quite valuable especially considering your unusual stock. Good luck unloading it though. Undead Components is strictly niche and quite frowned upon on the undead knights seem to be interested in as 'payment'. You try not to think too hard about it. Finally that leaves your basic lumber...common but good stuff. Rather things get interested with your haunted trees better known as ghost wood or ghosted lumber when processed. It has...interesting effects but is notoriously frowned upon due to its most questionable origins. Great Snow collection meanwhile is a bizarre collection of items brought in during the massive snow storm. Stuff includes ice stone, blood snow, especially unusual beasts, plants, and monster ect.
  202.  
  203. All are valuable...to the right buyer. Otherwise your gonna need to process it in order to open even more markets.
  204.  
  205. >Identify
  206. Nothing remarkably special among the craftsmen besides the wild chef.
  207.  
  208. However you DID spot those who are concealing hidden skills. Sadly you are not good enough to know what their hiding only that they are hiding.
  209.  
  210. As for those who weren't trying to hide something...
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