Noble

Noble (1.0) Adventurer Class

Nobles are more common in some cultures than others and are seen as unnecessary by many. The noble is often the head of a household, unit, or group.  

Playing the Noble

The Noble character is usually one that has grown up in privilege, or come to know it later in life but adapted well. If you would like to play a character that is involved in scheming and intrigue as well as recruiting others to the Dawn Lands LARP game then this is the character for you. It has some interesting weapon choices, including rapier, and abilities. The class can wear Level 1 (light) armor, but you can always hire a fighter to stand in front of you! It is one of the only classes that can't use basic weapons but this is because those weapons are seen as “beneath” the Noble. In the story if your character it is assumed that you have traveled much of the world since you have, or had, the funds to do so.  

Abilities

Armor Allowed: Light (Level 1)   Weapons Allowed: Dagger, Longsword, Shortsword, and Rapier.  
Level 1
Courtly Intrigue - Poison Use: If you can touch a player with your hand and whisper the word “poison” to them they are considered poisoned. They can receive an antidote from a player, NPC, or pre-determined location. If the target player does not receive an antidote in an hour then they are reduced to 0 HP and cannot be revived until the next morning and must remain a ghost until then. In combat this ability gives you a +1 damage bonus with daggers.   Equestrian: Much like the Mounted ability, you may cross river obstacles at no cost. However, you cannot carry any other party members.   Path to Royalty: You receive double Royalty Points for bringing in recruits to events.   Entourage Support: Start each event with 20 additional GP. This can only be used to pay for servants, bodyguards, or party members.  
Level 2
Martial Learning: You have traveled the world or spent time at university. You may pick one of the following skills: Shield Use (Body Shield for Reman, Round Shield for Norse, Buckler for everyone else Short Spear (Lance Long Spear; or crossbow with three shotFs per day (3x/day).  
Level 3
Cultural Ability  
Level 4
Magic Learning: You have traveled the world or spent time at university. You may pick one of the following skills.
  • Detect Treasure: Once per day (1x/day) you may ask the local Guard or Loremaster if there is any treasure in the area. You will then be told the type and number.
  • Detect Magic: Once per day (1x/day) you may ask the local Guard or Loremaster if there are any magic items in the area. You will then be told the type and number.
  • Detect Undead: Once per day (1x/day) you may ask the local Guard or Loremaster if there are any undead in the area. You will then be told the type and number.
  • Fireball: This is a red spell packet. You must call out “Fireball” when throwing the packet. Deals four points of damage, and CAN BE blocked by shields. Damage is also reduced by APR. This spell can be cast three times per day (3x/day) and can be renewed.
  • Energy Drain: This is a black spell packet. You must call out “Drain Energy” when throwing the packet. This spell deals 1 point of damage, and can be blocked by shields. This damage ignores APR. If the spell successfully damages a target the caster gains 1 Temporary HP.
(Temporary HP gain may go higher than your Maximum HP, but cannot be healed after it is lost). This spell can be cast two times per day (2x/day) and can be renewed.
Level 5
Courtly Intrigue - Poison Antidote: You now possess the Iron Constitution ability and are immune to poison attacks. The damage bonus from an opposing Noble’s Poison Use is also negated.   Investment: Invest in ventures or quests undertaken by other characters, gaining a share of the rewards (success or failure). The Noble player may use this ability to require an adventuring party or NPC to give them a share of their monetary rewards from questing. This is one quarter (¼) of any gold that they earn. This lasts until the sunrise or sunset, whichever occurs first, or when the Noble dies. If the noble is resurrected this ability is still canceled out. This can only be used once per day and cannot be renewed. A wise noble gives something in return but this is not required.  
Level 6
Cultural Ability  
Level 7
Highness or High: You may now carry the title of Highness or add the title “High” to any other title that you have. At the beginning of every event gain 20 GP as taxes from your lands and estates.   Landed Noble: You claim one area outside of town that is no bigger than 15 paces by 15 paces. You can now charge a tax to anyone passing through this area. You cannot block vital services and you must observe mundane safety requirements. Guarding this area and enforcing taxes is up to you but you do have rule of law on your side (i.e. staff will help enforce this for players that are seen on your land).  
Level 8
Expert Learning: You pick one additional skill from Martial Learning and one from Magic Learning you have not yet learned.  
Level 9
Cultural Ability  
Level 10
Majesty or Majestic: You may now carry the title of Majesty or add “Majestic” to any other title that you have. At the start of each event gain 30 GP from your lands and estates in taxes.   Crown Lands: You may apply the Landed Noble ability to three areas outside of town.

Comments

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Jan 8, 2024 08:29

Reading scrolls the same as being able to use scrolls?

Jan 16, 2024 07:26

Weapons allowed does not need to list simple weapons not allowed.

Jan 16, 2024 10:31

IMPROVED SCROLL TRAINING INSTEAD OF ADVANCED.