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Where I'm at....

Started by Silverlion, November 08, 2007, 11:20:03 AM

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Silverlion

I have Game designer ADD, that isn't to say I'm unable to focus, just mostly I slowly work on several things at once.

Currently: High Valor (My FRPG) is top priority and coming along.
Second to that is SMITE (Special Magical Intelligence and Tactical Engagement) Teams FRPG, but it is utilizing a set of mechanics I adore but did not design--modified, so its progressing faster than High Valor.

I really need playtesters for High Valor (Epic Norse/Celtic inspired fantasy)

Creatures is still in production (working on getting art) and getting an appropriate map done, just I'm still trying to recruit some kids (nephew and niece) as playtesters, so I can get their eye view feedback.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

multipleegos

Hi! Sounds interesting, I have a weakness for the in-your-face heroism of Norse and Celtic myth :) How were you thinking of playtesting this, online or face to face?
Currently Running: Ambition's Shadow -- Amber DRPG Campaign

Role Versus Player! Visit my joint RPG blog at http://rolevplayer.com
Personal blog at http://multipleegos.com

Silverlion

Quote from: multipleegosHi! Sounds interesting, I have a weakness for the in-your-face heroism of Norse and Celtic myth :) How were you thinking of playtesting this, online or face to face?


I've been running it for my face to face group. I was looking for independent groups to test it out.
So that I can get feedback from beyond a circle of familiar people :D
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

multipleegos

Kewl :) Let me know when you have a beta-test copy ready!
Currently Running: Ambition's Shadow -- Amber DRPG Campaign

Role Versus Player! Visit my joint RPG blog at http://rolevplayer.com
Personal blog at http://multipleegos.com

Silverlion

Quote from: multipleegosKewl :) Let me know when you have a beta-test copy ready!


I'm working on a rewrite to make things a little clearer (and address some "sample"/"example" issues to give people an idea where to start.

Should be soonish.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Silverlion

Right now, I'm trying to cook up crisper examples of traits, something that rocks, rather than just another list. I'd like feedback on improving this example list.


In general, I want players and GM's to come up with their own traits for High Valor, but I also like giving them a start.

Example High Valor Traits.

Most of these are generally easy to grasp, but an explanation is provided. This is by no means all possible traits.
We strongly suggest that you feel free to make up ones specific to your character, and be as verbose and appropriate as possible.
for example:  "Large" is an alright trait, but Huge is even better, yet "Huge as a House" is an even better description of the trait.


Despite the qualifiers it should be remembered that these are gilded terms, meant to inspire and be significant, but not entirely taken too literally.
 However, don't let that keep you from being grandoise with the terms. These are more common and cover physical abilities, mental abilities,
skills, backgrounds, status, and heritage items of importance.


Traits can be brought to bear on any task that is appropriate to the flavor of that trait and within the boundaries of the
description the player makes when they choose to utilize that trait. That means they can be drawn on to bolster courage in a fight, inspire
faith, or even help focus the will of the hero to succeed at a task. The exact nature of the assistance a trait adds should be brought
into the heroes description when they roll for a task. Any new traits (and any traits whose purposes
may be questionable, should be brought up and discussed with the Teller.)

For example: Birthmark, may not seem like much of a trait to rally courage around. But heroes can surprise you. Blessed with the mark of a dragon
on his hand, the swordsman Edelwyn, has always found that if he looks at that mark, he knows he is meant for great things, and battles will fall his way!

Thus Edelwyn's player says "I focus on the dragon shape marking my hand, I growl fierce and low like I think a dragon would. I grip my sword tightly and let out a roar, reveling
in the moment I was marked for from birth, glory in battle like a dragon!"

Since traits can cover beliefs, convictions, reputations, oaths, vows, special abilities, or even simply notable skills or attributes, it should be remembered that their given use
should make sense when put forth for a challenge.


Acrobatic- Hero is able to perform flips, rolls and dazzling leaps.

Adept at (Skill or Ability)-Hero is known and is highly capable with some skill (Ex: Dancing, Singing) or ability (magic, jumping)

Agile-Hero is coordinated and capable of responding gracefully when required to perform physical actions.

Animal Friend- Hero has a friendly animal, or pet who will aid the hero, this is not as close as Beast Twin, but is
 significant.

Apprenticed-Hero was trained at length in some craft, from blacksmithing, bellfounding, to baking or other
common proffessional skills found across Aeia.


Armor of Quality- Hero has armor that is finely crafted, or even enchanted, some such armors have names of their own, such
 as Pointbreaker, Heartwarder, or the Golden Mail of Jofi Fyrfhor.

Athletic-Hero is capable in many physical endeavors, jumping, running, swimming, and others.

Baby Faced- Hero's features appear very youthful, even deceptively childlike.

Beast Twin-Hero has an spirit twin, that was born in animal form. They may borrow its senses, and vice versa. The twins feel one
another's pain, and if one dies, they both die.

Beauty- Hero os known for their fair face and features.

Birthmark- Hero is marked in some way, birthmarks like this one are often ominous forebodings or markers of blessings.

Birth Omen- Hero had some fortelling of importance about their birth.

Blessed- Heroine is favored by the High Lord in some divinely noticeable manner.

Brawler- Hero is noteable for her ability to fight with her bare hands, not just start a fight, but
actually do well and win when necessary.


Champion of (Belief or place, alternate: Defender of, Guardian of)- Hero has made a name
for himself for standing up for a place, a belief, a group of people, and so on.

Code of Honor- Hero has a code of honor he will not violate and can draw upon in perilous times to help him succeed.

Commanding Voice- The hero is able to issue commands with a voice that rallies men.

Community Connections- The hero has some tie to a community, friends, allies, distant family, but can draw
upon these connections in times of need.

Cunning as a Fox- Hero is a cunning thinker, quick with his wits, and able to be devious if needed.

Daring- The hero takes risks of courage regularly, taunting the fates

Devout- Hero is known for their religious devotion, and can draw upon it in a crisis.

Direction Sense- Hero's intuition when it comes to the cardinal directions is eerily accurate.

Dragonslayer- Heroine is known to have slain a dragon (or other terrible creature),
she knows how to face such creatures if needed to again and has a reputation for her success.

Elder Daughter/Son- Hero is the eldest child of their family, typically the firstborn, but may just be
the eldest surviving child, which means many duties and privilidges fall upon them.

Family Ties- Strong connections to their family gives this hero something to fight for, as well as strong
ties that may drag them into familial plotting, plans, or adventure.

Farmer's Child -or other proffessions such as Blacksmith, as this is but an example; Hero's father or mother's profession strongly
guided their formative years, they have many of the skills and lore associated with it.

Fast as a Horse- Hero is known for their fleetness of foot and ability to move swiftly by their own means.

Fierce as a Lion- Courage, and ferocity are one of this heroes notable traits.
Fine Horse- Hero has earned, been given, or obtained a fine quality horse which can be used for a variety of tasks.

Forceful Demeanor- Something in the heroes carriage, tone, or stance brooks no argument, they can intimidate, and get
things done.

Garrison Brat- Raised at frontier fort, keep, or other war driven hold, the hero is familiar with the running
of a fortress and general the things expected from a soldier's life.

Generous- Hero has a giving nature, this tends to make her welcome around others and can be seen in their actions.

Gentle Demeanor- The hero has a quiet, reassuring presence, children and trained animals tend to react favorably towards
the hero. They can inspire people with subtle actions and soft well placed words.


Good Memory- The hero has a high degree of recall for things and this can aid them in tasks which require
such memory or fine details, such as remembering maps or location of watering holes.

Greenthumb- The hero is extremely adept with caring for, growing and maintaining plants.

Heirloom- Some item of value has been passed on to the hero as an inheritance from a family friend, near ancestors,
or similar relation. The item can be enchanted, named, or just valuable in terms of personal connections.


Hero Worship- The hero models themselves after some important heroic figure in their own life, they will try and live up to this
person's behavior, and hold themselves to what the believe to be was their own heroes moral standard.

Hero's Scion- The hero is the child of a previous generation of heroes, being the son or daughter of someone renowned can
be both blessing and burden over their life.


Honored Elder- The hero is respected graybeard of his community, people come to him for advice, leadership, or guidance
and he may still have some fire in his belly and iron in his axe arm.

Horseman-Talented or skilled at riding dealing with and riding horses when needed.


Knowledgeable- The hero is generally known for his knowledge about all sorts of things, these may be unimportant bits
of lore, or vital information that is studied at length in the past.



Keen Senses- The hero has keen senses, they may be one really keen sense (taste, eyesight), or a general heightened
perception with all their senses.

Landed- The hero has status and been granted ownership of land. Expectations to maintain
the land, and make use of it exist, even if just to have it farmed by free-hold farmers. This
is effectively another manner of marking nobility, as someone who is landed, will
have a title even if it is a minor one.


Literate- The hero can read and write, well. Most folks in the Free Kingdoms can manage their
way through a personal letter thanks to the Church's mandate to teach. This represents someone
who can do it well.


Lore (Specific Knowledge: ex: Animals, Poisons, Folktales)- The hero has details and information on
a specific field of knowledge, often quite in depth. Utilizing this trait they should be able to deal
with tasks that have need of such knowledge (Say recognizing a creature from old stories, to caring for
an animal they've just discovered injured.)


Loves/Loved by: (Name of person)- Hero has someone who loves them or they themselves love (hopefully both), they
may use this to spur themselves on when hope is lost, or drive them to victory over a foe just due to their need
to see their loved one again.


Lucky- The hero has fortune with him and luck turns his way, this is fickle at best, and should
be remembered when he calls too often upon this trait, that Luck can turn on you at the best of times.



Magic Weapon- The hero has earned, discovered, or inherited a weapon of great age and mystery. Depending
on the trait rank it could be a minor item with no real legend, or something greater she has not yet
discovered how to awaken its full potential.


Married: (Name of Person)- A married hero may not be in love, but they are married, this can be a foil for the hero
an ally for them, a reason to be gone from home, or to return home. As a trait they may call upon it
as reason for success, either as their devotion and love, or as simply "if I fail, I may end up back home with him!"


Mystic Lineage- Hero's family is known for their prediliction for the mystic arts, and many wizards, sorcerers,
conjurers and other magical sorts dot their family tree.

Oathbound: (Specific Oath Terms)- Hero has taken an oath to do something, or protect something, or to
serve someone. Drawing upon the terms of their oath, they may rally through to victory.

Observant- Astute, and sharp eyed or eared the hero catches onto things, notices when things are out of place
quickly. They tend to be able to know more from just watching someone, than others around them.

Pathfinder- Good for cross wilderness treks, the hero can find a path through forests, mountains, and other
wild places.

Patron- Hero has someone of significant power or ability looking out for them. Remember when calling on a trait to
make sure that it makes sense for the situation. A warrior jumping in to help out the hero against
a small troll band in the forest makes sense, but not in the middle of a seemingly empty Sidda ruin.


Patient- Hero is known for their ability to be calm and patient, able to not become nervous or fidgety when something
needs to be done.



Pious- Blessed with notable faith, and following it as expected, the hero may not be single minded in their following
of Faith, but they are significantly given to sticking to their beliefs and living up to them. The hero may
draw upon this strength, letting the High Lord see them through conflict.

Poetic Gift- Hero is blessed with a quick mind, and keen instinct for rhyming language, this can be used both to entertain,
inspire, recount deeds, or even aid in the use of Shadowverse.

Quick Witted- A mind like lightning, this heroine can think quickly and adapt to situations rapidly, able to return vicious retorts
or think up a battle plan.
 


Raised by Beasts- This heroine was raised by wild animals of some form--natural occuring creatures in the world
of Aeia, who happened to rescue the child and treat it as their own. Now the heroine may be civilised but her ways
are strange, and she has a canny instinct like the animals that raised her.

Renowned- Well known amongst a group, or groups out in the world, the repuation of this hero carries him far, though]
whatever he is well known for may bring him more infamy than fame.

Righteous- Filled with holy vigor, this heroine believes in the High Lord with earnest intesity, and knows he will
set her on the path to vicory in her causes.

River Dog- Raised around the river trade, boats, fishing, and raiding are things this hero has seen or done all along the
riverways.


Seaborn- Born for a life at sea this hero has wanderlust, and drive to spend time aboard the seagoing vessals
of the Free Kingdoms, skill, and talent combined to make them at ease abord the waves and even sense the tides.

Serious- The hero is goal focused, and often seems to lack a sense of humor, though they may have a rigid upbringing or
be focused on a cause.

Silvertongued- Blessed with abundant charms, and a wit enough to make use of it, a hero with this trait is very convinicing
if not always the most honest user of such a gift.

Smart- A hero with this trait is very intelligent and able to offer insight into solving a number of problems, they
may also be knowledgable on various subjects but primarily this measures the degree of their ability to think.


Sneaky- The hero is talented, or skilled at stealthy activities, not just in the physical sense but also in
how they think about approaching and dealing with problems.

Spiritual- The heroine is keenly sensitive to the spiritual aspects of life, whether they follow
the path of a specific sect of the Church of the Martyr, or just follow their faith directly in their
belief in the High Lord, they are very attuned to faith.

Storyteller- The heroine is good at weaving stories for an audience, they may include local color,
and even adjust their story to fit the people they are telling it to for best results. They are very good
at recounting deeds, and may be of service when times comes for another hero to do so.


Street Rat- Having been raised on the streets do to povery, the hero is knowledgable of the city he lived in,
and knows many secrets that the destitute know about survival, alone inside "civilization." While there
are only a few cities of significant size for a hero to have learned and lived in such a way to gain this'
trait, there are enough to make it viable. (Cymrael, as well as tge port cities of the Southern Duchies for example.)

Strong as a Bear (or Ox)- The heroine is extremely strong, and often compared to an animal known for its prodigious
strength, bears and oxes are the most common comparison.


Supernatural Gift (Specific Power)- Hero has some supernatural gift, or ability, examples include "The Sight" and able to see mystic things, like
ghosts and magically  hidden people. A gift for prophecy (the hero can give vague warnings of future events), or the hero may be blessed
with some more commonly useful talent, like to turn invisible, or call flame to his fingertips. Such abilities
should be rare, and often indicate untrained magical talents. They should be abjucated by the Teller, and used
with discretion under the normal FEAT rules.

Surefooted- The heroine has a gift for staying on her feet on any terrain, they can clambor up steep slopes,
or more readily trod through snow and underbrush without falling.

Survival- A hero with this skill is able to face the rigors of the wilderness, exposure, food, and other issues, they
know how to face and deal with readily.

Swift- Blessed with this trait the hero is easily able to cover ground, and move quickly, they may have fast reflexes and
are a good runner.


Tactical Mind- This trait covers the ability to adapt to battle and combat situation, alone or with troops
quickly, it covers short term plans and the ease of fast decisions that can make or break a battle plan.


Tall as a Mountain- Simply put a hero with this is VERY big.


Tireless- The heroine can keep moving, and keep fighting, or working for long periods of time, tests
of endurance, stamina, and the like are things she can manage quite easily.


Tough- The hero is resiliant and can take a hit without going down easily, they are often called flint skinned
or stone jawed, or other terms, but these are the men and women who don't go down with a single hit, except for the fiercest
of blows.


Vow (Specific Vow Terms): Vows are important restrictions of behaviour taken most often by the clergy (Church of the
Martyr) which limits their behaviour. Examples include the Order of the White Hand's vows of chastity and celibacy
that keeps them from marriage and sex. As well as the Vow's to always speak the truth, and possess no more wealth
than they can carry on their own person, taken by Brothers of the Blade (Followers of St. Arimaes, aka Arimaesian).
Vows can be taken and as long as they are fulfilled or followed faithfully, the hero may draw upon their strength
to battle, to call upon the High Lord, or even practice crafts of magic.



Wanderer- The heroine is a well seasoned traveller, quite nomadic in her ways and able to deal with cultures
beyond her own, she knows the common superstitions, rules of the roads, and other bits of lore that
is common and widespread amongst the cultures of the Free Kingdoms.


Weather Reader- The hero has a keen nose for the weather, and can even predict it with some accuracy. This
allows him to make FEAT tests for a variety of things based on his instinct. Such as finding food before
a blizzard, or how to dress to face the worst weather.


Wealthy- Just what it says the hero has wealth, this may be physical wealth like jewelry and coin, agricultural
goods, horses, corn or ownership of land (but he or she is not granted a title or respect as someone who is Landed.)



Weapon- The hero has a weapon of some quality, either finely made, enchanted, or renowned for its deeds (which is
in High Valor, the same thing as being "magical".) Weapons granted by this trait can only be "lesser" quality, unless
they are named, and at least some deeds of its past are known (Magical weapons may begin as a Lesser trait, when
added to a heros trait list, and be raised to higher levels through discovery of its deeds, learning its name,
and what is know as "awakening" the magic of the item, since in many ancient tools the magic sleeps until
called upon in the right way.) This doesn't prevent someone from taking a trait higher than lesser, just
means that they should know deeds, and name of a weapon above that rank.






Wise- The hero is canny and has deep insight into the nature of the world around them, this is not the same
as knowledge, but a level of perception and understanding that takes many, years to master, a trait known as wisdom.


Woodsure- The heroine is adept at living off the forests, has a keen sense of track, trail, trees, and animals in
that specific environment (other versions like Hillsure, Swampsure, or Sandsure could also be used, although there are no known deserts in the
Free Kingdoms proper.)


Unshakeable- The heroine is very unplappable, and difficult to startle or shock, or make afraid, they simply
seem to accept what happens in solid surety of their own mind.




Dvegr Specific Background Traits

Axebrother- The Dvegr hero has a companion or friend who is sworn to battle with him, and even die with him.
The oath is very binding and so few Dvegr take on axebrother's, but it is considered very honorable to swear
and be bound by such oaths.

Clan Renown- The Dvegr's clan is renowned for some service, craft, or behaviour, this tends to spread
far and wide carrying the tale of the Devegr's clan to many ears.

Family Kit- The Dvegr's family has passed down mail through the family line, it is very well maintained, and
both an honor and a privilige to wear such handiwork of their clan's crafts. Plus such mail armor tends
to be imbued with qualities that match its notable heritage.


Heritage Craft- Handed down from father to son and mother to daughter, this Dvegr is skilled in a craft his
entire familial line is well known for, as well as often possessing some unique mark, or bold difference that is
marks the results of the craft as their creation.

Lost Clan- The last of her kind, this hero has no other clan members, the heroine may draw upon her loss
to be fiercer, bolder, and other clans will welcome her more readily with open arms.

Metal Sense- The hero has a very astute sense of metal and its uses, can find flaws no one else can, or reduce flaws
in their own creations. Many with this sense say metal sings to them.

Root of the Earth- The Dvegr hero in question seems to draw strength from the very stone and soil, they can
make themselves virtually immovable should they so choose as well.

Runemarked- Born marked by one of the Nine, most commonly known for magic, they are often champions
of an important cause and destined for great things. These rare Dvegr, or blessed, or cursed with destiny.

Stonecunning- Dvegr heros are often known for their sense of earth and stone, but this hero
can listen to all the truths in rock, track over solid ground, know the value of a stone by touch, or
its flaws by careful examination.


Named Weapon- The Dvegr hero was gifted with a weapon who has its own name, it may be enchanted, or simply
named with expectations that the Dvegr hero will earn it a legend of its own.

Thane's Child- The child of Dvegr thane, while not considered nobility himself, he is expected by virtue of parentage
to do great things.

Thomgulde- The Dvegr hero is blessed by a surefooted battle trained beast. (Aeian Mountain Goat, See Bestiary: Thomgulde)






Fomoradgh Specific Background Traits

Battle Frenzy- The Fomoradgh hero can enter a frenzy for battle, the feral, vicious attacks are barely controlled
and allows them to tear through foes with ease, they do recognize friends and allies, usually.

Braid Brethren- Fomoradgh have loose affiliations beyond their family groups, sometimes they'll form a hunting
pack with others, they braid their manes in similar manner to mark them as one of these hunting or battle packs. It
is both status and renown to be a member of a known or widely recognized Braid Brethren.


Churchborn- The Fomoradgh was raised under temple tutelage and was baptised by a priest. This is increasingly
common among the fomoradgh who dwell near human lands.


Fen-Walker- The Fomoradgh hero is able at moving easily through fens and moors with uncanny stealth and speed, without
disturbing any bird or beast that dwells there.

Gentle Nature- The fomoradgh hero is known for their kind ways, and gentle demeanor.

Loper- The fomoradgh hero is very speedly and enduring able to outpace horses at a full run. They are
noted for their fierce land-eating strides as they lope across the moors and forests.



Reincarnated Hero- The fomoradgh possesses the spirit of some great hero of the fomoradgh, reborn. They may
call upon that heroes past life to drive their current life, letting them know things from the past,
or fight in ways they've not trained, but their ancestor did.


Savage Fighter- A truly capable hero, this formoradgh fights to make most use of tooth and claw.


Speaker's Child- This fomoradgh is the child of one of their priests, and has often been brought
up with familiarity of a Speaker's ways.

Squired- Taken under wing by a human knight at some point in the past, this fomoragh is trained
as a knight themself, even if they lack the formal title.


Trollbane- A fierce enemy of their cousins, this fomoradgh hero has made
a name for herself for facing and destroying trolls.


Watergift- This fomoradgh hero is blessed with more aquatic features including webbed hands
and feet, and the ability to breath under fresh water. (They still need to hold their breath
in salt water, leaving the oceans and seas mysteries to the dark depths.)







Sidda Specific Background Traits

Alleviuel- The sidda hero has a stag or doe of these exotic deer like animals they use for mounts. (See Bestiary: Alleviuel)


Birth Gift- The sidda is blessed with some supernatural ability or gift from birth (example: Flying, Seeing
in complete darknes, etc. This gift should be tied to their name and sometimes birth order.



Elemental Bond- Tied to dream deeply, the sidda in question is marked and tied to a specific elemental force (Water,
Air, Earth, or fire) making tasks which invoke a connection to that element easier.


Finder- Sidda is highly sensitive to connections between things and able to find things across great distances with almost supernatural
ease.


Friend to Beasts- Animals are friendly towards the Sidda hero, allowing him to pass unmolesteded unless threatened, or warped
by magics.

Guardian Spirit- Elf is protected by some form of spirit patron, either an ancestor who has passed beyond
the Dream, or some other powerful force that moves to aid them from time to time.



Luminal- This sidda is descended from those who embraced the Dreamer (High Lord), when he appeared before
them in his shining glory. They are connected to the divine light and less mortal in many ways. They cannot hide what
they are, and seem radiant (even if they don't normally generate light). Luminal Sidda may drawn
on this trait for acts of faith, for inspiring others, or for baring their alienness to create fear or awe.


Patron's Scion- The sidda is a descendant of one of the patrons of Sidda-folk, those first elves who shaped craft,
and succored the Sidda race when it was young. She is blessed by this connection often with deeper understanding of her
ancestors crafts and ways.

Treebrother/sister- The Dream recognizes the touch of an elf in the living things about him he is able to
ask politely for aid from plants, beyond those things normal means, weave a shelter from thick undergrowth,
or ask a tree to move (slowly) to block a path.



Walker of the Ways- The Sidda hero has grown knowledgable of the Ways--the paths between the Mortal Dreaming
world, and the Veiled Lands, allowing them to follow the sometimes perilous paths between to shorten
travel in the mortal world, but not without risk. They must locate markers, megaliths, standing stones, cairn markers,
and old growth forest arches that mark where potential doors may wait.



Umbral- A descendant of those elves who turned their faces away from the Dreamer when he
appeared, saving their sight, but severing them from a deeper connection to him. Umbral elves
may pass for mortals if they are cautious and are more a part of the Dream, than the Dreamer's
Halls and the Veiled lands. This trait may be used to pass stealthily under watchful eyes, of supernatural
foes, or drawn about them tightly to seem almost a part of the landscape.




In the game system traits are rated from Lesser (+2) to Mythic (+8) although  starting characters will tend to have Legendary (+6) as their maximum starting rank in a trait.

The system makes use of a thing called  FEATS, that is mechanically your actions are to perform a feat of a given trait with difficulties ranging from Hard to Mythic. You must beat the target number of a FEAT challenge to win the outcome your character is after. Tying means you must accept a setback to win, or be stuck at an impasse (swords locked against each other, as both vie to push the others aside).

Now the FEAT aspect of play is tied to three scores (the dice pools you roll, and why you are rolling) the pools used of d10's, and equate to Will, Faith, or Valor.

So if you want to ask the High Lord to intervene in a miraculous way to save your hide from a dragon's breath. You make a feat roll against the difficulty, using Faith, and any two relevant traits.

If your hero wants to wipe out a small troop of sell-swords working for the corrupt and evil Duke of Senscairn, then you make a feat of Valor.

The difficulties will be discuss in the full game, explaining how a single man can be a challenge (named, and equal to a PC), or how the game can move back for un-named, or un-important foes, who can be wiped out on an epic scale. Not like some games where one sword stroke and special powers kills armies, but where a hero pushing himself to the heights of skill can engage during a scene, to wipe out foes in a series of complex maneuvers.  It's just that we ask only ONE die roll to determine how successful that feat of courage and skill, are.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

One Horse Town

Now i have a game! Cheers! ;)  Looking forward to how this progresses.

brettmb2

Brett Bernstein
Precis Intermedia

SirKerry

Quote from: SilverlionCurrently: Second to that is SMITE (Special Magical Intelligence and Tactical Engagement) Teams FRPG, but it is utilizing a set of mechanics I adore but did not design--modified, so its progressing faster than High Valor.

Would that be PDQ?  Or something else like 4C?

Quote from: SilverlionI really need playtesters for High Valor (Epic Norse/Celtic inspired fantasy).

My group would be willing to give it a try.

Kerry

Silverlion

Quote from: SirKerryWould that be PDQ?  Or something else like 4C?



Kerry


SMITE will be 4 C unless playtests completely show some horrible mismatch (since I've used its "parent" for decades I doubt it will, but you never know :D)
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

SirKerry

Quote from: SilverlionSMITE will be 4 C unless playtests completely show some horrible mismatch (since I've used its "parent" for decades I doubt it will, but you never know :D)

Very cool!  Need a playtest group for it?

Kerry