There is a dividing mountain range north of the Barony, which forms the border between its territories and those of the Empire of the White City. It is famously impassable for armies (or indeed any heavily-laden group - no carts, horses risky), although this has never actually been tested. The passes and paths are narrow and extremely treacherous, and the tops of the mountains themselves are snowy all year round.
There are people living in the peaks. The build their towns (there aren't enough of them for cities) into the rocks and caves. A good sized mountain town is a honeycomb labyrinth built over generations into solid rock. They hunt and trade, and merchants say that they also farm from hidden gardens and orchards carved into hollows in the bedrock and protected from the shredding wind.
Baronials call them Highlanders, and they call themselves Civilised People (as opposed to everyone else). They are religious (and build mountain churches), and famously physically tough. In the Barony they have a positive reputation as plain speaking, direct, and friendly. They are known for strict hospitality customs, extraordinary feats of strength, endurance, and athleticism, and a particular and instantly recognisable bare-handed fighting technique based on cinches, limb locks, joint manipulation, and bone-breaking, against which armour offers no protection.
No one has ever tried to invade the mountains, because there's nothing there, and also because the ground is hilariously, murderously difficult for any lowlander military force.
God Warrior
Starting Skills: climbing, wilderness survival, and one of: religious scripture, oral historian, vertical farming.
Starting Gear: 50ft of rope, climbing hook, 10 spikes, light knife, medium pickhammer, 1 piece of specialist gear from the table below.
A - Highlander, Grappler, +4 CON
B - +1 Feat (roll), Tireless, Striker
C - +1 Feat (roll), Stance
D - +1 Feat (choose), Warrior Under Heaven
Highlander: You feel no ill effects from inclement weather, and can hold your breath three times longer than a lowlander.
Grappler: You add [templates] to any contested grappling check. If you begin your turn with an enemy grappled, you may make a contested STR check, and on a success may roll a d3: 1 to break their arm; 2 to break their leg; 3 to break their neck.
Tireless: Your inventory slots hold two fatigue each, instead of one.
Striker: Your unarmed attacks count as light weapons. You may choose to attack twice instead of once, but if you do so, your strikes are at -2 to hit.
Stance: You may assume a complicated postural stance at the beginning of your turn. For each turn that you hold this stance and do nothing else, you increase the crit range on your next attack or grappling check by 3. If you interrupt your stance to do anything but attack or attempt to grapple, this bonus is lost.
Warrior Before Heaven: If you critically succeed on a grappling check, you may choose to tear off an arm, leg, or head. This happens immediately on rolling the critical, not at the beginning of your next turn, and will kill most human enemies. If you critically hit with an unarmed attack, you can choose to permanently blind, deafen, or render mute your target, in addition to the damage you would normally inflict. Once ever, you may declare that your roll on the Death and Dismemberment table is replaced with: 'Bloody but defiant. No effect.'
Feats
- You may fit your entire body through any gap the size of your head.
- You may control the temperature of your body, and your pulse and breathing, to appear as a corpse for five minutes.
- You always know your altitude, and which way North is.
- You have an eidetic memory for text: if information exists in an archive, you will always find it eventually, given enough time.
- You speak Enochian, completely intuitively. Angels like you unless given a reason not to.
- You can shout and be clearly heard at a miles distance.
- You can predict the weather accurately within six hours.
- You know stone. You may assess structural integrity as though you were an engineer.
- You can survive for five days without eating rations before you start suffering ill effects.
- You double the amount of fear healed from all sources.
Highlander Gear
Your pickhammer is a medium weapon that can be used to inflict bludgeoning or piercing damage. It gives you advantage on any climbing check for which an ice pick would be useful, and can be used to hammer in pitons. In addition, roll once:
- Fighter's Set. A set of light armour, with steel plates covering the elbows, knees, and forehead. Your unarmed attacks deal +1 damage while you wear it.
- Avalanche Rockets. d3 of them. Usually used to set off avalanches from a safe distance, or scare the horses of enemies stupid enough to ride into the passes off cliffs. Range is twice that of a longbow, but you must roll to hit with disadvantage. On a hit, the rocket does 2d8 damage - if it misses it does d4 damage. In both cases, horses and other easily spooked animals must check morale with disadvantage.
- Mountain Spices. Spicy, salty, kept in fat in a small clay jar. You can use them to make otherwise unpalatable dishes delicious. Ten charges, each can turn one ration into two.
- Holy Water. 5 uses, stored in a clear glass bottle. Properly prepared holy water is sweet tasting and powerfully antiseptic. It can be used as a ration, a curative, or a prophylactic.
- Spy Glass. A powerful telescope. Valuable, and triples the apparent size of far off objects, increasing visual clarity dramatically (effectively 3x sight range when used).
- Wing Suit. Made from lacquered bone and folds of silk. Can be used to negate fall damage as long as you have at least 30ft to fall before you deploy it. Can also be used to glide, although you cannot gain altitude. The Highlanders use these to scout and send messages between communities, and they are rare and precious. If you ever crash while wearing one, it is ruined completely. You also cannot wear armour if you have one on.
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