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Mercenary Malkioni Knight of Maniria
You are a Seshnelan, a Knight from Seshnela who joined the crusade to Maniria because you were the sixth son and stood to inherit nothing but the suspicions of your elder brothers. You worship the Invisible God, Makan, who created the world and the Runes, though you're not tremendously devout. You're here for the money and if that means working for pagans for cash, that's okay with you; it isn't your job as a knight to worry about salvation of souls, but rather to fight wars and lead fellow members of the Rokari Church. But until you get wealth, no one will follow you.
Being surrounded by a nation of magical pagans is strange to you. Their culture is very different from your own, which emphasizes that Victory Is More Important Than Honor or Rules and that If Your Enemy Bangs Your Toe, Cut His Entire Leg Off. That's not to say you have no integrity; your word is your bond and you know hospitality is important. You don't go around just slaughtering everything because you don't want to die. But you know as long as you do what your caste is for, namely killing and ruling, you will experience Solace after death. The strangely ritualized fighting of the Orlanthi seems unwise to you, but he who pays you gold makes the rules, so you play along.
Most Mercenary Knights are male because the Rokari Church wants women to stay home and be housewives. However, you aren't very religious and some women take up the sword anyway, hearing the call of Saint Ellish. So be what you want. To quote the Orlanthi, No One Can Make You Do Anything. And indeed, the Orlanthi accept female warriors as just fine, though most Orlanthi women don't go that route.
You can be a human or one of the rare Duck knights of Seshnela.
Take this playbook if you want to be a strange foreigner struggling with the weird rules of the Orlanthi and to be a monotheist (sort of) in a land of pagans.
Pick your Attributes
You have Might +2, and pick one of the following arrays to distribute among your remaining Attributes:
Choose one of the following arrays:
- +1, +1, +0, -1
- +2, +0, -1, -1
- Your Hit Points are 8 + Might.
- Your Base Damage is d6.
You get one Racial Move:
- Ruthless (Human): You can fight dirty, though it may backfire. Roll +Wits before making an attack. 10+: You inflict +1d4 bonus Harm. 7-9: You inflict +1 Harm on the attack. 6-: You made yourself vulnerable; if your attack fails, they inflict +1d4 Harm on you.
- Superleap (Duck): Your mighty frog steed can jump two range bars as a move in a round.
Pick Two off the List Below:
- A Head For An Eye: When you suffer Harm, add +1d4 to the next Harm you inflict in that fight.
- A History of Wearing Heavy Gear: You get +1 Might (Max +3).
- Bless Blade: You aren't very religious but you are religious enough to remember the Battle Prayer of Saint Gerlant Against Krjalki. Take an action and roll +Magic. On a 10+, you get three hold. On a 7-9, you get one hold. On a miss, you get one hold but suffer 1d4 harm for neglecting your devotions. You can burn hold on a hit on a Krjalki to add +1d4 Harm, Stagger, or +1 Piercing to the attack against any non-human sapient or Chaos creature. You can buy each once with hold.
- Born To Command: When you go into Battle, roll +Might. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1, but take -1 forward. During the Battle, you can spend your hold 1 for 1 to:
- Order an NPC ally or a willing PC to make an attack on a target of your choice
- Immediately use Intimidate on a foe
- Add +1d4 Harm to a successful attack you just made
- Move to engage a foe without drawing any attacks, including if you are disengaging from another foe
- Make an attack target you instead of an ally
- Charger: If no one is engaging you, you can charge a foe and use Smite Foe on them, adding +1 to the harm inflicted.
- Horsemaster: When you ride a horse, it ignores rough terrain and can move at full speed as long as there aren't physical barriers to its passage.
- Initial Charge: At the very start of a battle, you may immediately engage a foe within Close Range, putting them in Hand-to-Hand range and make a Smite Foe check. This goes after any powers which trigger at the start of a battle and grant hold spent for tricks during the battle.
- Tactical Training: When you try to Read a Situation on a battlefield, roll +Might.
- Undauntable: When something would stagger you or knock you prone, you may immediately Defy Danger rolling +Might to shrug it off.
You can roll +Wits to do one of these. On a 10+: You get 3 hold to spend on the effect. On a 7-9, you get one Hold. On a 6 or less, choose one:
- You cannot use the maneuver again today.
- You suffer a -1 ongoing and cumulative penalty to use of Tactical Manuevers today.
- A History of Wearing Heavy Gear Spend 1 hold to negate the Clumsy penalty for your armor for a round.
- Lance Charge: The Knight may spend hold to add +1d6 Harm when striking from horseback with a spear.
- Mount Care: Spend hold to heal 1d8 Harm to your mount or another one by applying poultices and bandages.
- Seshnelan Fire: Spend hold to throw a vial of Seshnelan Fire at someone; roll Volley, inflicting 1d6 Fire damage and 1d4 Fire Damage at the start of your next turn.
- Tough It Out: The caster may spend hold to negate one attack if he is holding a shield.
You begin with a horse and tack if human and a giant frog if a duck and a suit of bronze lamellar armor (2-Armor 1-Clumsy). You begin with one serious weapon and three Knight Items.
Serious weapons (pick one):
- Broadsword: (1-Harm Hand Cleave)
- Bronze Shield: (Intimate/Hand? 2-Protective)
- Lance: (1-Harm Hand/Close? Mounted)
- Two-Handed Axe: (2-Harm Hand 2-Handed)
- War Mace : (1-Harm Hand Two-Handed Bruiser)
Secondary weapons (pick two):
- Battleaxe : (1-Harm Hand)
- Hand Axe: (Melee-Hand Throw-Close)
- Horn Dagger: (Intimate/Hand? Concealable)
- Longsword : (1-Harm Hand)
- Mace : (Hand Bruiser)
- Wooden Shield: (Intimate/Hand? 1-Protective)
- Upgrade to full lamellar armor worth 3-armor
- A set of hunting traps: +1 to +Wits based hunting
- Fancy Clothing: +1 on +Charm checks in formal situations or with those impressed by wealth.
- A small wagon pulled by two oxen, and a manservant to drive it; you get a fancier tent and other camping gear with it.
- Pommel Gem for a Weapon: Once inset, the weapon does cold damage and +1 Harm. This doesn't stack with similar items.
- A set of good maps of Sartar; one of them is from the Second Age.
- Statuette of Saint Gerlant: +1 to Resist Magic
- A squire named Anton who tends to your horse and your gear and you.
- Landholder: You have a small estate in Maniria, worked by your serfs, overseen by a relative or maybe even a spouse. So why are you in Sartar? You want *more* wealth, that's why. Each season, roll +Wits. On a 10+, a messenger delivers 40 silver to you. On a 7-9, you get 20 silver. Choose 1 season you get +2 to the roll during and one you get -2 to the roll during and explain why.
- Manirian Agent: You send back periodic reports to your lord on conditions in Sartar, and in return, he supplies you enough wealth to get by. Further, once per season, you can try and tap the spy network for information: Roll +Charm. 10+: Ask three questions below. 7-9: Ask one question. 6-: Ask two questions but one of them, the MC will lie to you.
- What are the Lunars doing lately?
- Information about a specific Lunar leader
- What has a tribe of your choice been doing lately?
- Information about a specific tribal leader
- What has been going down back home lately?
- What is a good place to get loot here in Sartar?
- Weaponthane: You have hired on with a chief, who pays you and expects you to help with raids, but otherwise tolerates your adventuresome ways. You have a place to sleep, food, and access to the leaders of the clan you work for, the Ring. You can try and get the Chief to loan you a warband (medium gang) once per Season; roll +Charm. On a 10+, he lets you take them, no strings attached. On a 7-9, you get them, but choose two of the following:
- He expects a cut of the loot and gets first pick.
- You will have to spend next season doing special work for him.
- He expects gifts (40 silver).
- He expects a special sacrifice to Orlanth (40 silver).
Once you earn 5 XP, you can buy an advancement.
- Add +1 to an Attribute which is 0 or higher, to a maximum of +2
- Take another move from this playbook
- Take another Basic Magic move from this playbook
- Switch your Background to a different one from this playbook
After you have leveled up five times, you may take an advanced improvement for every 5 XP you earn.
- Get +1 to any Attribute, max +3
- Change to a different playbook
- Learn 2 Moves from this playbook
- Learn 1 Move from another playbook
- Learn 2 Basic Magic from this playbook
- Learn 1 Basic Magic from another playbook
- Erase one luck mark from your playbook