Raubritter Pre-release
Description
+Resilience, +Vigor, +Vitality*
*Choose from among all three when determining your two Class-based Personality Traits (the final may come from any Stat).
“Heaven offers nothing that a mercenary soul can desire.”
— — C. S. Lewis
You are a hardened robber-knight, using brigandage to keep up a façade of clout and splendor. Money and social status are your goals, acquired through brawling, pillaging, and thuggish intimidation tactics.
Conduits designing a mission for you should ensure that there is some sort of rule of law for you to push against. Your playstyle is, at its core, that of a bully, so if the Conduit wants to really challenge you they could create resolute, strong-willed locals able to resist your strongarm tactics.
Grounded in historical robber-knights, downtrodden and disenfranchised former nobles that resorted to crime to fund their lavish lifestyles, and similar characters in pop culture.
Examples from history & parallels in pop culture include:
- Götz von Berlichingen, Jan Žižka, The Dry Devil, Cesare Borgia, and comparable historical figures
- Sheriff of Nottingham (Robin Hood mythos)
- Feyd Rautha & Glossu Rabban (Dune)
- The Smiling Knight (A Song of Ice and Fire)
- Scar (Lion King)
- The Great Khans (Fallout)
Challenge Level: Mid
Class by Julian Meier & Tomáš Staněk
Edition: Advent v1
Public: Yes
Signature Gear
Base Gear
Sumptuary Furs
BaseGaudy jacket made of fine animal pelts.
- Social climbers will tend to gravitate towards the owner.
-
The owner may conjure an armor piece appropriate to their locale, determined via Pitch, by expending Low–Mid wealth proportionate to its quality (causing that wealth to vanish).
- Indulgent food and drink may also be conjured in this manner, always of high quality, with Wealth Cost scaling on the quantity (supplying up to a Low-sized group).
Morningstar
BaseHeavy spiked mace, with a short chain attaching its head to its haft.
- Hit Power Boost
- Mid
-
Visibly telegraphing an attack allows the owner to extend the mace’s chain for the duration of that strike.
- Such strikes are minorly redirected towards delicates.
Warchest
BasePortable lockbox.
-
Contains a Low amount of wealth in the form of local currency and luxury items, determined via Pitch.
- Magically fills with more wealth as the user commits crimes and causes destruction, scaling beyond High with the extent of the user’s lawlessness.
- Once a Mid amount of wealth has accumulated, bragging about it to enemies will influence them to try to take it by force.
Elective Gear
Langes Messer
ElectiveSingle-edged hewing sword, heavy but one-handed.
- Containers this sword cuts may spill Pitched contents disproportionate to their observable capacity (Low Cooldown).
Hand Cannon
ElectivePrimitive firearm mounted on a pole, firing fist-sized stones with a thunderous boom. Notably cumbersome to reload.
- Ammunition
- 4x
- Effective Range
- Mid
- Accuracy
- Low
-
Can load and fire any miscellaneous items that fit snugly in its barrel. Each time this is done, the barrel sustains Low damage.
- If sufficiently damaged, this firearm will violently explode when next fired, the owner only sustaining Low collateral damage no matter their proximity.
Knecht
ElectiveSurly apprentice-at-arms. Equipped with melee weapons and armor grounded in the source character's Backstory.
- Weapon Quality
- Mid
- Armor Quality
- Low
- Notably insubordinate, only begrudgingly obeying most orders, but still controlled primarily by the player.
-
Indulge this apprentice with a Mid amount of money, fine food, or other luxuries to give them a Mid Boost to any Pitched attribute (Low Duration).
- If the Knecht makes the source character look bad, this Boost will last for the rest of the mission.
Abilities
Aufruhr
Cause criminal mayhem with Boosted strength, influencing nearby nonenemies to join in.
- Essence Cost
- Mid
- Duration
- Mid
- Cooldown
- Mid
Paired Action: Publicly behave in a flagrantly lawless, destructive manner.
-
Influence to join the mayhem has up to Mid Impact, with those who do so also becoming proportionately more willing to heed the user’s orders.
- Allies influenced to join receive a Low Boost to strength (the user receives a Mid Boost).
- Even after the Ability ends, all who joined (including the user) will be slightly more inclined towards unruliness for the remainder of the mission.
Opprobrium
Conjure a writ granting you inordinate privileges in a target’s name.
- Essence Cost
- Low
- Duration
- Mid
- Cooldown
- Low
Paired Action: Bully a target into giving you permission to do something, even if they technically have no authority to do so.
- Flaunting the writ will automatically communicate its granted privileges to those nearby (without it needing to be read).
-
Supernaturally credible to non-allies of equal or lesser authority to the original target. (e.g. If you bullied a maid into giving you permission to ransack the silverware, other servants would be convinced but not the majordomo.)
- If the legitimacy of your writ is challenged, this Ability will end prematurely.
Unverwüstlich
Spend wealth to heal an injury to the point where it isn’t getting worse and conjure a Pitched prosthetic to cover or replace it.
- Essence Cost
- Low
- Wealth Cost
- Low–High
- Cooldown
- Low
Paired Action: Make a show of shaking off the wound while tossing away the necessary wealth, causing it to vanish.
-
Wealth Cost scales on the severity of the wound and the utility of the prosthetic. (e.g. Covering a lost eye with an eyepatch would have a Low Wealth Cost; protecting a bad stomach wound with an armored plate would have a Mid Wealth Cost; replacing a lost hand with a vicelike iron claw would have a High Wealth Cost.)
- The prosthetic must be grounded in the user’s Backstory but may have fantastical elements.