Character Knowledges in Rhunec | World Anvil
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Character Knowledges

Update 12/28/19: Changed Dragon and Wolf knowledges Update 10/09/19: Added second event for Dragon. Update 4/16/19: Changed Knowledges to be culture oriented and role playing based. Some feats are absorbed into this update. Still in progress.   Knowledges in Rhunec are cultural. They are imparted by living in that culture and taking part in that culture's traditions and rituals. Each city has their own festival that will allow a character to train the knowledge of that culture.   Knowledges allow the player to ask questions or make actions that require a certain amount of knowledge in order to be successful. Knowledges are often prerequisites for other skills or feats. Knowledges also unlock the magic school of the same name.   Knowledge checks made by anyone without the knowledge set will suffer a minus five to their modifier. Knowledges can be gained to remove the minus five.   The Knowledges are:  

Dragon Discipline


Strength Attribute


Upon Acquisition: once a session, after you have sustained an attack, but before any other action occurs, you can decide to be unaffected by the attack's damage and effects. You also gain the ability to cast Dragon School spells.

Pepole of the Dragon Culture are renowned for the physical prowess. On the battle field and off, their ability to withstand and deliver tremendous blows is legendary. With this knowledge, a creature can shrug off the damage and effects of one attack after it occurs, but before any other action is taken. Once this knowledge is trained, the creature has the ability cast Dragon School spells as well.
  Dragon Knowledge can be gained by participating in The Angeln at Uhtal or in Dragon Flight at Sover.  

Wolf Tactics


Dexterity Attribute


Upon Acquisition: Remove -5 penalty to tactics questions to the DM, and ability to cast Wolf School spells

Wolf Tactics are the knowledge of how to accomplish a task, approach a problem, use a trap/grenade. Without this knowledge, players take -5+DEX to using traps/grenades. They also take -5+DEX when asking the DM for options on how to approach a problem. Once gained, this knowledge unlocks the ability to cast Wolf School spells.   Wolf knowledge can be gained by participating in Conquering the Heim at Krutar.  

Snake Memory


Intelligence Attribute


Upon Acquisition: remove -5 penalty to Memory rolls, unlock ability to cast Snake School spells

Ability to recall knowledge or past events. Memory rolls are -5+INT without the Knowledge. Memory rolls are performed if the character tries to remember a name, an important fact, or something about the story they may have learned before. If the DM thinks that the character would know it with a DC of 10, then the DM can give them the information. If it is important, vague, or a bit of a leap, then the DM can ask for a Memory roll.   Snake Memory can be gained by participating in the Saiban in Saku or The Game in Awane.  

Kraken Insight


Wisdom Attribute


Upon Aquisition: remove -5 penalty to Insight checks, unlock ability to cast Kraken School spells

Kraken knowledge includes the ability to cast spells from the kraken school and make knowledge of insight checks. These checks are for gut feeling knowledge - is this person lying, are they trying to deceive me, something is wrong here... . This knowledge is all about those inexplicable feelings you get when something just isn't quite right, but it can mean the difference between life and death.   Knowledge of Kraken can be gained by joining the Flight of the Brave in Rochia or the Alba Vela in Celletia.    

Crow Rally


Charisma Attribute


Upon Acquisition: Remove -5 penalty from Rally checks, unlock ability to cast Crow School Spells.

Knowledge of how to influence multiple people, crowds, or party. Rally rolls are -5+CHR without the Knowledge. This is my way of giving Charisma based builds more power during combat. Also adds a fun layer to role play, here is how it works. During your turn in combat, you can use Rally as an action. This action must include the player describing their intent to the DM and then role playing their verbal action. Their roll for Crow Rally determines the success of their action. Excellent role playing can be rewarded by the DM by lowering the DC or allowing the action to succeed. Excellent role playing does not include, "I want to use knowledge of rally to give my teammates advantage. Go get them." Nah. Nope. I want a rousing speech like Aragorn gave before the battle at The Black Gate! Give me the feels! The effects of Knowledge of Rally can vary depending on the player's intent. This can be used to give a player or the whole team (depending on the roll) advantage or cause a change in the initiative order. This is up to the creativity of the player and the DM's discretion.   Knowledge of Rally can be used outside of combat when trying to persuade, intimidate, or otherwise coerce a large group of people. I'm talking like 20. You want to start a riot? Give me a Knowledge of Rally roll. Let's burn it to the ground!   The Crow Knowledge is basically non-existent because the Crows have been hunted across Rhunec. Currently there is no known way to gain this Knowledge.    

Tortoise Recovery


Constitution Attribute


Upon Aquisition: Removes -5 penalty to Recovery rolls and unlocks ability to cast Tortoise school spells.

Knowledge of how to push your body past its limits. Recovery rolls are -5+CON without the Knowledge. This knowledge is used when your health drops below 0. The Recovery roll is your fight to get up and keep fighting. The DC for Recovery is 10. Once the character rolls 10 or higher, they are active with 1/2 of the Recovery roll number. So if you roll 15, then you can fight on with 7 health. The character has three tries to recover from death. Recovery can also be used to regain health. A bit of a second wind save if you will. Recovery can be used to regain health any number of times.   Tortoise Recovery can be gained by participating in the Medzioti held in Losla.

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