Adventurer Abilities (Forest Knight):

Taps into the abilities of this class. Once this has been purchased, a character can then proceed to purchase actual abilities.

 

More prerequisites for this class:

Seeker Abilities: "Animal Studies" Know the following Animal Studies you don't already know: Bear (any breed),

                                                            Bird (any breed), Cat (any breed), Wolf (any breed).

 

                            "Armor Proficiency" (ALL types of Cape-Guards and Shields).

                            "Weapon Studies" Learn one of the following weapons you don't already know: Mace,

                                                             Morning Star, Long Sword, Crossbow, or Bow. You must also know Lance.

 

%Roll:  Abilities: 11

01-10:   Animal Communications (Ability)

11-19:   Animal Lore (Ability)

20-28:   Camouflage, Blending (Ability)

29-37:   Conceal Track (Ability)

38-46:   Earth Track (Ability)

47-55:   Fake Track (Ability)

56-64:   Field Mastery (Ability)

65-73:   Mounted Combat (Ability)

74-82:   Tracking (Ability)

83-91:   Wilderness Navigation (Ability)

92-00:   Wolven (Ability)

 

 

Animal Communications (Adventurer Ability (levels 6+) Return to top

 

Gives the Forest Knight a basic knowledge of an animal’s communication. Each animal will cost 5 Modification Points to enable communication.

Modification-Point Cost (M.P.C.) : 5

Prerequisites --------------------------- : Forest-Knight

Ability-points to invoke:

Passive ability.

Area of Effect:

Forest Knight only.

Avoidance-Roll:

None.

Damage:

None.

Duration:

Permanent.

Effect Time:

Instant.

Explanation:

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This ability will enable the Forest-Knight to communicate with a certain animal of his or her choice. Remember that certain animals only have a certain intelligence, thus can only communicate in base ways. This will be strictly up to the G.M. to interpret.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Not applicable.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Not applicable.

Resting Time:

Not applicable.

Special:

None.

Susceptibilities:

Not applicable.

Value:

5,000 white-gold

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Animal Lore (Adventurer Ability (levels 6+) Return to top

 

Gives the Forest-Knight a basic knowledge of an animal’s communication. Each animal will cost 5 Modification Points to enable communication.

Modification-Point Cost (M.P.C.) : 5

Prerequisites --------------------------- : Forest-Knight

Ability-points to invoke:

Passive ability. See: “Explanation”

Area of Effect:

Forest Knight only.

Avoidance-Roll:

None.

Damage:

None.

Duration:

Permanent.

Effect Time:

Instant.

Explanation:

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This ability will give the following for the Forest Knight:
Basic Animal Study: The Forest Knight will have the chance to know about each animal he or she encounters as far at its visual appearance and natural behavior patterns. This ability must be trained in for each and every individual region (by purchasing this with Modification-Points the Forest Knight does not have knowledge about all animals in all regions; he or she must state which regional setting will be studied for Animal Lore).

 

A successful Wisdom check (wisdom = % chance) will indicate that the Forest Knight has knowledge about an animal encountered.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Passive ability.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Not applicable.

Resting Time:

Not applicable.

Special:

None.

Susceptibilities:

Not applicable.

Value:

5,000 white-gold

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Camouflage, Blending (Adventurer Ability (levels 6+) Return to top

 

Will conceal the Forest-Knight or other from the prying eyes of another.

Modification-Point Cost (M.P.C.) : 8

Prerequisites --------------------------- : Forest-Knight

Ability-points to invoke:

None.

Area of Effect:

Forest Knight only.

Avoidance-Roll:

Pit Forest-Knight’s coordination vs. the awareness of the one he or she is attempting to be concealed from (single roll).

Damage:

None.

Duration:

Permanent until the camouflaged is removed.

Effect Time:

It will be strictly up to the G.M. how long it will take to prepare Blending Camouflage.

Explanation:

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This ability will enable the Forest-Knight to blend him or herself, or another, within the regional setting. If successful, the one being hidden from will have one chance (See: “Avoidance-roll) to spot the camouflaged one only. If you move from the spot you are within, another avoidance-roll will be checked for if appropriate.

Hand Movement:

Two hands (to affix the camouflage).

Healing:

None.

Immunities:

Special awareness (i.e., infra-red vision) will see through Blending Camouflage if the Forest Knight invoking this ability has body heat.

Invoke time:

It will be strictly up to the G.M. how long it will take to prepare Blending Camouflage.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Forest Knight.

Resting Time:

None.

Special:

None.

Susceptibilities:

Not applicable.

Value:

8,000 white-gold

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Conceal Track (Adventurer Ability (levels 6+) Return to top

 

Cover up your trail, making it difficult to be tracked.

Modification-Point Cost (M.P.C.) : 12

Prerequisites --------------------------- : Forest-Knight

Ability-points to invoke:

6 points per league (3 miles).

Area of Effect:

The tracks and signs the Forest-Knight creates as he or she travels.

Avoidance-Roll:

See: "Explanation".

Damage:

None.

Duration:

Permanent, unless the Forest-Knight travels over the same area, creating another trail.

Effect Time:

See: "Explanation".

Explanation:

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When the Forest-Knight invokes Conceal Track, he or she will cover up the physical signs of his or her passing. If done correctly, tracking the Forest-Knight will become much more difficult, thus being penalized by 10% (+ 1% per level).

Hand Movement:

Two hands (to cover his or her trial).

Healing:

None.

Immunities:

None.

Invoke time:

It will be strictly up to the G.M. how long it will take to prepare Blending Camouflage.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

The Forest Knight's trail.

Resting Time:

None.

Special:

None.

Susceptibilities:

Not applicable.

Value:

12,000 white-gold

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Earth Track (Adventurer Ability (levels 6+) Return to top

 

Track the movement of your quarry by placing your ear against the earth.

Modification-Point Cost (M.P.C.) : 30

Prerequisites --------------------------- : Hearing of at least 20 (or this ability cannot be learned).

Ability-points to invoke:

15 per 1-D4 turns.

Area of Effect:

See: "Avoidance-Roll:".

Avoidance-Roll:

Pit your Awareness (hearing) vs. the Coordination of the target being tracked (single-roll check).

 

The Forest-Knight will gain a +1 per 3 levels advanced added to his or her roll-ckeck.

Damage:

None.

Duration:

1-D4 turns.

Effect Time:

Instant.

Explanation:

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This ability will enable the Forest-Knight track another by the vibrations made as his or her quarry makes contact - or impact tremors - upon the ground (i.e., dirt, rock, snow, ice, etc.).

 

Surface types:                                    ___   Earth Track adjustments:
Earth: Hard-packed --------------------------- : +2

Earth: Soft-packed ---------------------------- : +1

Ice: Broken up or collapsing underfoot -- : +4

        Note: This could apply to the one

                   being tracked crossing an

                   iced over river, lake, etc,

                   and the ice breaking beneath

                   his or her feet.

 

Ice: Solid ----------------------------------------- : +3

Snow: Freshly fallen --------------------------- : None.

Snow: Hard-packed ---------------------------- : +1

Snow: Sun-melted, then frozen overnight -: +2

Solid Rock --------------------------------------- : +3

Steel ----------------------------------------------- : +6

 

See: "Immunities" and "Susceptibilities".

Hand Movement:

See: "Special".

Healing:

Not applicable.

Immunities:

Not only do you have to have a moving target to Earth Track, but your tracking target MUST BE MAKING CONTACT WITH THE GROUND.

 

Even if your tracking target in making contact with the surface your ear is set against, if it weighs nothing, or is not effecting the ground, the organics, or anything in its path, that would leave some audible sign of its passing, you cannot track it this ability.

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

If you have pets or companions which are moving around and making noise, this will disrupt your audible senses. All penalties for this will be strictly to the discretion of the Game-Master.

Range:

1 space (5') x the Forest-Knight’s awareness.

Resting Time:

None.

Special:

None.

Susceptibilities:

You will gain +3 on your Earth Track check per target being tracked (as long as the targets you are tracking stay in a group, and are not more than 3 spaces (15') apart from eachother.

 

In any case you will alway gain the bonus of tracking the numbered majority of your quarry.

Value:

30,000 white-gold

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Fake Track (Adventurer Ability (levels 6+) Return to top

 

Create fake tracks.

 

Modification-Point Cost (M.P.C.) : 10

Prerequisites --------------------------- : Conceal Track.

                                                                          Creature Studies of the specific creature he or she wishes to

                                                                          create the track of.

Ability-points to invoke:

5 per 3 turns (15 seconds).

Ability Preparation:

Knowledge of the creature you wish to make the track of.

Area of Effect:

See: "Explanation:".

Avoidance-Roll:

Yes: vs. "Wisdom".

Damage:

None.

Duration:

As long as a normal track.

Effect Time:

See: "Explanation:".

Explanation:

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If the avoidance-roll is successful, this ability will enable the Forest-Knight to create false tracks, deliberately created, for others to find.

 

The Forest can lay out false tracks at a rate of 1 space (5') per 3 turns (15 seconds) (+1 turn per creature that the Forest-Knight must cover up).

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

10,000 white-gold

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Field Mastery (Adventurer Ability (levels 6+) Return to top

 

Gives the Forest-Knight a feeling of impending natural dangers.

Modification-Point Cost (M.P.C.) : 6

Prerequisites --------------------------- : Forest-Knight

Ability-points to invoke:

3

Area of Effect:

The immediate area the Forest-Knight is directly in.

Avoidance-Roll:

Avoidance-roll vs. “Wisdom”

Damage:

None.

Duration:

1 turn (5 seconds)

Effect Time:

Instant.

Explanation:

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This ability will give the Forest-Knight a sense of impending natural danger for the area he or she is within (if danger is a threat, and it will not be specific).

Hand Movement:

To invoke Conceal Track: No hand movement required. To use this ability, the Forest-Knight must use both hands, and be able to see.

Healing:

None.

Immunities:

None.

Invoke time:

1 turn (5 seconds)

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

The area the Forest-Knight is directly traveling within.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

6,000 white-gold

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Mounted Combat (Adventurer Ability (levels 6+) Return to top

 

Gives the Forest-Knight a bonus to offense while mounted upon a war-trained steed. This ability can be purchased multiple times up to the level of the Forest-Knight.

Modification-Point Cost (M.P.C.) : 5

Prerequisites --------------------------- : Forest-Knight

Ability-points to invoke:

None. Passive ability, always in effect.

Area of Effect:

Forest-Knight

Avoidance-Roll:

None.

Damage:

None.

Duration:

Permanent.

Effect Time:

Not applicable.

Explanation:

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This ability will give the Forest-Knight a +1 to strike any and all foes when mounted upon a war-trained steed of any kind. This ability can be purchased multiple times up to the level of the Forest-Knight. Maximum adjustment: +23

Hand Movement:

To invoke Conceal Track: No hand movement required. To use this ability, the Forest-Knight must use both hands, and be able to see.

Healing:

Not applicable.

Immunities:

Not applicable.

Invoke time:

Not applicable.

Maximum Adjustment:

+23 to offense while mounted.

Notes:

None.

Range:

Forest-Knight.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

5,000 white-gold

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Tracking (Adventurer Ability (levels 6+) Return to top

 

Enables you to track another creature that has passed through the area.

Modification-Point Cost (M.P.C.) : 16

Prerequisites --------------------------- : Forest-Knight

Ability-points to invoke:

8 per 2-D12 hours.

Area of Effect:

One trail left behind by another.

Avoidance-Roll:

Forest-Knight must pit his or her Awareness (vision) vs. the Coordination of the creature being tracked (single-roll check).

 

The Forest-Knight will gain a +1 per 3 levels advanced added to his or her roll-ckeck.

 

If this avoidance-roll is failed, you will either not be able to pick up a trail, or you will have lost the trail you are following.

 

IMPORTANT:

While following a trail, if you roll a 01-02, you will have completely lost the track. There will be no way to pick up the trail again, unless a higher level Forest-Knight attempts it. Lower level Forest-Knights will never be able to pick up your lost trail. It is above their skill level. Non-trackers will never be able to pick up a trail you have lost.

Damage:

None.

Duration:

2-D12 hours.

Effect Time:

Instant.

Explanation:

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This ability will enable the Forest-Knight to pick up the trail of another for 2-D12 hours. After the 2-D12 hours has expired, you can continue tracking, but must expend another 2 ability-points.

 

Tracking Check adjustments:
+2 per creature in the same group above one that is being tracked.


+5, cumulative, per day of light precipitation (rain, snow, hail).
30 days maximum - then -2 per day thereafter.


+3 cumulative, per day of medium precipitation (rain, snow, hail).
10 days maximum - then -3 per day thereafter.


-5 cumulative, per day of heavy precipitation (rain, snow, hail).
2 days maximum - then -10 per day thereafter.

Hand Movement:

Not applicable.

Healing:

Not applicable.

Immunities:

Ethereal, Gaseous, Intangible and Spirit creatures cannot be tracked unless, by their passing, they effect the physical world.

Invoke time:

Instant.

Maximum Adjustment:

None.

 

Note:

This ability stacks with the Seeker Ability: "Tracking (Minor)"

Notes:

None.

Range:

1 space (5') x the Forest-Knight’s vision.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

16,000 white-gold

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Wilderness Navigation (Adventurer Ability (levels 6+) Return to top

 

Forest-Knight can be guided by the sun, moon and stars as a compass.

Modification-Point Cost (M.P.C.) : 10

Prerequisites --------------------------- : Forest-Knight

Ability-points to invoke:

5

Area of Effect:

Not applicable.

Avoidance-Roll:

Avoidance-roll vs. “Wisdom” . If this avoidance-roll is successful, the Forest-Knight will know which way true-north is. No luck can be used to succeed.

Damage:

None.

Duration:

Permanent.

Effect Time:

Not applicable.

Explanation:

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This ability will give the Forest-Knight a the sense of which way true north if he or she concentrates, and then succeeds at his or her avoidance-roll. This ability can only be attempted one time per 24 hours.

Hand Movement:

Not applicable.

Healing:

Not applicable.

Immunities:

Not applicable.

Invoke time:

1 turn (5 seconds).

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Forest-Knight

Resting Time:

None.

Special:

If the Forest-Knight has a head wound that has 10 or more points of damage, it will take 3 turns (15 seconds) to invoke this ability, and will only have ½ the normal chance at the avoidance-roll vs. “Wisdom”.

Susceptibilities:

None.

Value:

10,000 white-gold

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Wolven (Adventurer Ability (levels 6+) Return to top

 

The Forest-Knight’s body will shift, partially transforming into a Common Wolverine (25%).

Modification-Point Cost (M.P.C.) : 50

Prerequisites --------------------------- : Forest-Knight

Ability-points to invoke:

25

Area of Effect:

Forest-Knight only.

Avoidance-Roll:

None.

Damage:

None.

Duration:

24 hours.

Effect Time:

3 turns (15 seconds), in which time, the Forest-Knight can take each turn as normal. The four adjustment, listed in “Explanation” will not take effect until the transformation is complete (at the end of his or her 3rd turn).

Explanation:

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This ability will give the Forest-Knight the ability to transform partially into a wolverine, thus taking on the following:

 

75% of Forest-Knight physical appearance, 25% wolverine physical appearance.

 

+3-D10 awareness, coordination and dexterity.

 

+2 physical attacks, or actions, per turn.

 

Forest-Knight has all common wolverine abilities.

Hand Movement:

None. Forest-Knight merely has to concentrate to invoke Wolven.

Healing:

None.

Immunities:

None.

Invoke time:

Instant. See: “Effect time”

Maximum Adjustment:

Not applicable.

Notes:

The Forest-Knight must be in his or her right mind in order to invoke Wolven successfully.

Range:

Forest-Knight only.

Resting Time:

None.

Special:

None.

Susceptibilities:

Not applicable.

Value:

50,000 white-gold

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