Glantri
Note about Honor. The maxim honour for none "heroic deeds " is charisma + level times two. So a tenth level Mu with only minor academic skills with 10 charisma could have a maximum of 40 honour, the same as a 2nd level MU with 18 charisma. Once 5 honour from heroic dead (or infamous) occurs then the limit is times 5. If more than 20 heroic honour points are taken the the limit is times 10.
Note as well, the month can be broken up in fraction of 20 , but if they are then a 25 is needed for success (natural 20 giving +5 to the roll). Also , if the list is done after the fact, that is the DM is not given the list at end of the last game or a week after, then this applies as well. For for example a character splits his time between hunting and alchemical work with 3 and 5 skill in each. So for hunting they need 12 rolled +3+10=25, and for alchemical they need 10 rolled+5+10 to succeed, gating the benefits of both this month, in this case a training point and money (or alchemical value points) for alchemical, and food and furs for hunting (or money in trade.) In the case of percentage rolls we have -25%+ number* 5% = bonus.So 15 on a d20 gives +50% to hide in shadows for example, giving a thief 70% chance of success. Bonus must be spreed threw out activities with more than one check, negatives apply to all.
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On any given month (sometimes week) a player at the school (and its affiliates) can
Note training points are only for magic user classes (or one class at any rate) with some exceptions of field trips and dream lore.
-earn a training point (doing various studies (alchemical, reading, watching spell practice etc.)
-earn your intelligence in copper pieces (or if appropriate skill roll is made, bronze pieces), and pay self maintenance (hunting, alchemy) alchemical work (note this actually costs money, since scholarship time is used up, which is more valuable than what can be earned.)
-prey to the immortals (stealth check, fail, make % honour , fail both executed, success on either 5 tp cleric/thief , gain 1d6 honour for being super sneaky and popular)
-torture animals (minus 1 hp, but gain 1d6 tp)
-Good deeds for non school members (stop torturing for example) % honour+charisma save twice, 2 success gain 1 honour and 2 fame, one success gains1 fame, no success : fail loses one fame and 1d6 honour (suck up and goody too shoe.) 1d6 train points for hero classes. Remember bonus have to be shared over multivalued rolls. So a 100% bonus would be 50% bonus to each . .No more than 5 fame and hour can be gained this way. (net) .
-pray to Rad; successful reverence check and failed chance to know, if both conditions are made then +1 honour, +1 tp cleric/thief. Then, optionally if a speech is made and d20 or 2d6 (players choice) successful charisma & wisdom check +1d6 honour/love rad, max charisma score.
-bully weaker students, generate 3 tp fighter/thief point, gain highest physical stat in bronze, must make stealth check (move or hide etc) or make % honour save. Fail lose 1d6 honour, make the stealth or honour save and gain 1 honour point (most "popular" student)
-Defend weaker students , 1 tp fighter, make save vs breath or take 1d6 hit points damage (at start of month, heal-able) and lose of one phyiscl statistic (St,dex, con,) or charisma. . If made, optional roll to hit vs AC 3, 6 hit points, if defeated in one blow defeats bully, gains 1 honour and one fame. If failed, save vs breath and repeat.
-Cheat on tests, chance to know and stealth, unless both succeed or fail nothing happens. Both fail. honour % save or expelled (or on probation if first time) lose 1d6 honour. Both succeed gain 1d4 training points (thief) and 1d6+1 honour. Optionally cheat for others and give one honour away to another, and 1 tp, but keep your own tp. Then optionally roll on the spy table. If successful pin the cheating on others for more honour. Fail, possible execution by green slime. .
-Tutor another giving them 1 training point or more, if % under charisma gain 1/4 charisma in honour for helping other class mates (maximum honour total from this equal to charisma )
-rarely, if entire party agrees a field trip (earning up to 5 tp, but usually o)
- Focus on Dreaming (need 28 honour to do so)=(chance to know to earn 2 tp, fail loss of 1d6 tp, but gain +1 talent: dreamlore)
-Learn a spell, and if successful a training point (or even if not successfully if number of spells is equal or less than current level)
-bonus if one learn ones fifth spell (worth 10 training points), and then on the 10 spell mark there after (10,20,30)
-Write a spell in a spell book (1d10 tp(with help)or 1d6 honour (by self) first time, none there after, or loss if writing in other students books, rather than for the library) however lose one honour if the spell book is someone else. Gain 1 honour for every two new spells someone else writes in your book. .
-start creating a wood tablet of 1d10 research points (when finished, roll chance to know, if successful worth 1/10.) If using parchment 10 mv then + 1d100 research points because of easiness of medium.);
- recovery 1d6 sanity (-2 at the great school proper, negatives possible)
- spend 1d6 honour points (asking for help) and earn 10 xp per 10 training points (round down, so 9 tp = 0 experience, 50 tp = 50 xp)
-If at the great school proper spend 1d6 training points (or 1 honour point) to earn 10 xp per 10 training points (round down, so 9 tp = 0 experience) So 50 training points = 50 xp.
Added:
-Find rumors/library research : no tp, no skill, but gain useful information about treasure and monsters in a given area, on chance to know + skill (no skill, then intelligence feat instead)
-Steal from important person, Need three rolls all to be successful (stealth and chance to know, and save vs death magic) Fail all three nothing happens, fail two, save vs death or lose a limb, fail one make honour save or be expelled or put on probation, make all three gain treasure, depending on target. 5 thief train points, 0 for Mu classes, and 2 training points for all other classes.
Note about Honor. The maxim honour for none "heroic deeds " is charisma + level times two. So a tenth level Mu with only minor academic skills with 10 charisma could have a maximum of 40 honour, the same as a 2nd level MU with 18 charisma. Once 5 honour from heroic dead (or infamous) occurs then the limit is times 5. If more than 20 heroic honour points are taken the the limit is times 10.
Note as well, the month can be broken up in fraction of 20 , but if they are then a 25 is needed for success (natural 20 giving +5 to the roll). Also , if the list is done after the fact, that is the DM is not given the list at end of the last game or a week after, then this applies as well. For for example a character splits his time between hunting and alchemical work with 3 and 5 skill in each. So for hunting they need 12 rolled +3+10=25, and for alchemical they need 10 rolled+5+10 to succeed, gating the benefits of both this month, in this case a training point and money (or alchemical value points) for alchemical, and food and furs for hunting (or money in trade.) In the case of percentage rolls we have -25%+ number* 5% = bonus.So 15 on a d20 gives +50% to hide in shadows for example, giving a thief 70% chance of success. Bonus must be spreed threw out activities with more than one check, negatives apply to all.
.
On any given month (sometimes week) a player at the school (and its affiliates) can
Note training points are only for magic user classes (or one class at any rate) with some exceptions of field trips and dream lore.
-earn a training point (doing various studies (alchemical, reading, watching spell practice etc.)
-earn your intelligence in copper pieces (or if appropriate skill roll is made, bronze pieces), and pay self maintenance (hunting, alchemy) alchemical work (note this actually costs money, since scholarship time is used up, which is more valuable than what can be earned.)
-prey to the immortals (stealth check, fail, make % honour , fail both executed, success on either 5 tp cleric/thief , gain 1d6 honour for being super sneaky and popular)
-torture animals (minus 1 hp, but gain 1d6 tp)
-Good deeds for non school members (stop torturing for example) % honour+charisma save twice, 2 success gain 1 honour and 2 fame, one success gains1 fame, no success : fail loses one fame and 1d6 honour (suck up and goody too shoe.) 1d6 train points for hero classes. Remember bonus have to be shared over multivalued rolls. So a 100% bonus would be 50% bonus to each . .No more than 5 fame and hour can be gained this way. (net) .
-pray to Rad; successful reverence check and failed chance to know, if both conditions are made then +1 honour, +1 tp cleric/thief. Then, optionally if a speech is made and d20 or 2d6 (players choice) successful charisma & wisdom check +1d6 honour/love rad, max charisma score.
-bully weaker students, generate 3 tp fighter/thief point, gain highest physical stat in bronze, must make stealth check (move or hide etc) or make % honour save. Fail lose 1d6 honour, make the stealth or honour save and gain 1 honour point (most "popular" student)
-Defend weaker students , 1 tp fighter, make save vs breath or take 1d6 hit points damage (at start of month, heal-able) and lose of one phyiscl statistic (St,dex, con,) or charisma. . If made, optional roll to hit vs AC 3, 6 hit points, if defeated in one blow defeats bully, gains 1 honour and one fame. If failed, save vs breath and repeat.
-Cheat on tests, chance to know and stealth, unless both succeed or fail nothing happens. Both fail. honour % save or expelled (or on probation if first time) lose 1d6 honour. Both succeed gain 1d4 training points (thief) and 1d6+1 honour. Optionally cheat for others and give one honour away to another, and 1 tp, but keep your own tp. Then optionally roll on the spy table. If successful pin the cheating on others for more honour. Fail, possible execution by green slime. .
-Tutor another giving them 1 training point or more, if % under charisma gain 1/4 charisma in honour for helping other class mates (maximum honour total from this equal to charisma )
-rarely, if entire party agrees a field trip (earning up to 5 tp, but usually o)
- Focus on Dreaming (need 28 honour to do so)=(chance to know to earn 2 tp, fail loss of 1d6 tp, but gain +1 talent: dreamlore)
-Learn a spell, and if successful a training point (or even if not successfully if number of spells is equal or less than current level)
-bonus if one learn ones fifth spell (worth 10 training points), and then on the 10 spell mark there after (10,20,30)
-Write a spell in a spell book (1d10 tp(with help)or 1d6 honour (by self) first time, none there after, or loss if writing in other students books, rather than for the library) however lose one honour if the spell book is someone else. Gain 1 honour for every two new spells someone else writes in your book. .
-start creating a wood tablet of 1d10 research points (when finished, roll chance to know, if successful worth 1/10.) If using parchment 10 mv then + 1d100 research points because of easiness of medium.);
- recovery 1d6 sanity (-2 at the great school proper, negatives possible)
- spend 1d6 honour points (asking for help) and earn 10 xp per 10 training points (round down, so 9 tp = 0 experience, 50 tp = 50 xp)
-If at the great school proper spend 1d6 training points (or 1 honour point) to earn 10 xp per 10 training points (round down, so 9 tp = 0 experience) So 50 training points = 50 xp.
Added:
-Find rumors/library research : no tp, no skill, but gain useful information about treasure and monsters in a given area, on chance to know + skill (no skill, then intelligence feat instead)
-Steal from important person, Need three rolls all to be successful (stealth and chance to know, and save vs death magic) Fail all three nothing happens, fail two, save vs death or lose a limb, fail one make honour save or be expelled or put on probation, make all three gain treasure, depending on target. 5 thief train points, 0 for Mu classes, and 2 training points for all other classes.