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Machtig Characters
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To play a Machtig character a player must do the following things:
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- Pick one of the
Machtig Clans to originate from
- Pick a Human Race Package Deal
- Detail their character's professional abilities
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RACE PACKAGES
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There are several Race Packages available to Machtig characters:
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COMMON MACHTIG PROFESSIONS
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Every character is an individual but there are definitely some broad generalities
that can be made about the sort of skill sets Machtig tend to fall into.
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Barbarian Warrior: a common sort of Machtig warrior among the Herodi and particularly
the Hengsting, and very suitable to a career of adventuring on farings.
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Sea Reavers: Most Raevoring and a rare few Pargori have the skills of a Sea
Reaver.
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Berserker: Some members of all of the Clans save the Faendradi suffer
from bloodlust, but it is common among the Ulthferen, Herodi, and Raevoring.
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Scout: particularly appropriate to Jagrling and Faendradi characters, some Herodi
and Hengsting serve ably as scouts as well.
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Archer: particularly appropriate to Jagrling and Faendradi characters, a few
Herodi and Hengsting are also skilled as Archers.
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Armiger: Many Wundvolding and some Huarthmunn are highly trained in the use
of heavier armors and general combat skills.
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Bladesman: Some Pargori and those that have learned from or been in the Huarthmunn
Huscarl in particular have learned a more disciplined fashion of fighting than most
of the Machtig practice, while other Machtig are simply masters of a particular
weapon without the need of any formal system of fighting regardless of what Clan
they are from. (NOTE: you may want to rename the Manuevers in the Package
to something more Machtig flavored).
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Scrapper: Some Machtig are as adept at fisticuffs or grappling as they are with
weapons.
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Light Cavalry: Many Hengsting are particularly skilled and focused on fighting
from horseback and have highly prized and exceptional steeds, but feel free to exclude
that option for those that don't.
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Medium Cavalry: Though most Hengsting prefer lighter armors and skirmising tactics,
some are more heavily armored and like to fight more close in. Similarly most Herodi
that ride into battle prefer to do the same, and many ride in but fight on foot
like a dragoon. Most have highly prized and exceptional steeds, but feel free to
exclude that option for those that don't..
- Skald:
a fun sort of character to play, there are plenty of reasons for a Skald to be encountered
outside of the Vold. Requires GM permission.
- Druid: as the stewards of their people's spiritual wellbeing and future survival
it is sometimes necessary for a Druid to go on a faring. Any of several Packages
are appropriate for Druids:
Adventurer,
Advisor,
Champion,
Battlewise,
Primal Warrior,
Sylvan Seer,
Elder. However to play a Druid requires GM permission.
- Zauberer: various sorts of Zauberer might be encountered on faring such as
an
Obermancer, various sorts of Runecrafters such as an
Illumin,
Millitant,
Runeforger, or
Master; and of course its possible for various sorts of
Aeldenaren to be encountered such as a
Spectral Eye,
Worldwarper,
Unseen,
Mystic Healer (or a character using a custom
Aeldenaren Package)
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BARBARIANS
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All of the Machtig are essentially considered to be Barbarians by most of their
neighbors, but individual Machtig reenforce or dismiss that stigma by their own
actions. Thus it is up to the player to decide how they intended to play their character.
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If a player intends to play into the overbearing, dirty, bloody minded savage stereotype
consistently they can and should take a Social Limitation Disadvantage to represent
this.
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However players that intend to play their characters in more of a "noble savage"
vein need not and should not take this Disadvantage. If they take a Profession Package
that happens to have it or a similar Disadvantage by default, simply exclude it
from the Package.
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As a general rule of thumb some among the Herodi, Ulthferen, and Raevoring are prone
to this sort of behavior, but most of the Macthig as a people are not.
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Barbarian: Social Limitation: Barbarian (Feared & Discriminated against
in other lands) (Frequently; Minor; Not Limiting In Some Cultures)
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GEAR
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There are some distinctive possessions that a character from the Vold might have.
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WUNDSTAHL
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The Wundvolding have not yet discovered the secret of Varic Durocaled but
its not for lack of trying, and their steel is the better for the effort. Wundvolding
steel is more durable than normal steel; items made of Wundstahl (whund-STAELE)
have +1 DEF and Armor made from Wundstahl has +1 PD / +1 ED at the same mass point
when compared to normal steel. There is a 10-25% premium placed upon Wundstahl items.
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JAGRLING LEATHERS
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Some among the Jagrling Clan are expert makers of leather armor. Jagrling Leathers
provide +1 PD and +2 ED and weigh only a few kg more than normal leathers. However
they cost 10% more than equivalent normal leathers..
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HENGSTING STEEDS
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The Hengsting Clan produces extraordinarily fine horses. Characters can purchase
normal mounts with a standard HERO System Bestiary write up for money, but those
willing to pay character points can have an exceptional mount that deviates from
the standard write up. Typical improvements would be a mount that was faster, quicker,
tougher, more intelligent, having better attacks, increased leaping ability, talents
like rapid healing and combat luck, or similar features.
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Light Warhorse (75 Base; 175 -55 Disadvantages = 120/5=24 Real Cost); Real
Cost: 24 points; Average Market Price: 70 sp
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Medium Warhorse (75 Base; 175 -55 Disadvantages = 120/5=24 Real Cost); Real
Cost: 24 points; Average Market Price: 75 sp
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Heavy Warhorse (75 Base; 205 -55 Disadvantages = 150/5=30 Real Cost); Real
Cost: 30 points; Average Market Price: 90 sp
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RAIMENT
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Most Machtig use the armor and weapons favored by their Clan, and which forms a
part of the traditions of their people. Almost all weapons and armor used by Machtig
are either Varic from one of the three Varholds in or near the Vold, or the product
of the Wundvolding. However there are exceptions; not all Waffshmied are Wundvolding
(though most of them are), and also some Machtig carry weapons that originated in
other lands and made their way to the Vold by violence, plunder, or purchase at
some point in the past.
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Varic items tend to be darker in color and have a certain heft to them; some also
have Runes engraved on them which are usually just decorative but occasionally have
real power. Varic weapon and armor construction tends to be solid and practical
with few flairs. Wundvolding items are similar to Varic equivalents but are usually
designed on a larger scale and are usually a little more artsy, with some fluting
and molding, but nothing that would interfere with actual performance.
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WEAPONS
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- Herodi tend to prefer swords obviously, but there is some variation among individuals;
after swords the spear and hand axes is probably the next most common weapon. Most
Herodi use a shield, so one handed weapons are the order of the day for the majority
of them. Herodi using two handed weapons have a decided preference for the great
sword though.
- Raevoring are weapon agnostics and will use anything they care to, but there is
a tendency towards long handled axes, great swords, mauls, and other large weapons
among the large warriors both for their devastating effects and the fear they inspire
in others.
- Wundvolding favor hammers, picks, falchions, and mourning stars.
- Jagrling prefer long bows and long daggers.
- Ulthferen favor double bitted axes, broad swords, and clubs.
- Pargori favor short swords and daggers.
- Huarthmunn favor axes, quarterstaffs, and martial versions of farming implements
but their premier warriors are sword trained.
- Hengsting favor slightly curved horseman swords (use sabres) and recurved horseman
bows they make partially from horn. Some of them also use whips or lariats to suprising
effect.
- Faendradi prefer longbows, daggers, and long swords.
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ARMOR
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Machtig armor runs the gamut; the Jagrling make exceptionally good leather armor,
the Ulthferen make serviceable leather and hide armors, and the Wundvolding make
all manner of metal armor.
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The Machtig style shield is distinctive. It is large and round with a metal backing
covered in leather, with a metal boss in the center, and a metal trim around the
edge for extra durability. Two sturdy leather straps are affixed to the back along
with a thick pad intended to absorb the impact of a blow. They are sturdier than
most shields (+1 DEF), but cost 10% more as well.
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The Machtig buckler is essentially a down-scaled version of this worn on the wrist
and covering the hand and forearm but allowing the hand to be free. Some thegns
that weild two-handed weapons or fight two-handed favor them.
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- Herodi favor chain, scale, and banded mail in general, but there are some among
them that wear lighter or heavier armors as suits them personally.
- Raevoring almost uniformly wear long, loose chain shirts that hang down to crotch
or even knee length, which they can quickly slip into when they have need of it
and quickly out of it should they get tossed overboard.
- Wundvolding favor full plate, plate and chain, and heavy versions of either.
- Jagrling almost uniformly wear fine leather armor but some supplement it with hide
and others wear none at all.
- Ulthferen that are wyr-cursed often don't need armor at all; the merely human Ulthferen
usually wear leather, hide, and fur armor but the more wealthy among them might
buy better metal armor.
- Pargori prefer to go light and typically wear leathers or no armor whatsoever, though
there are exceptions.
- Huarthmunn favor chain mail, but some among them in their western lands wear plate
and chain and occasionally full plate purchased from the Wundvolding.
- Hengsting favor leathers, metal reenforced leathers, chain, and scale.
- Faendradi typically wear leathers or eschew armor altogether. A few Faendradi warriors
of the past have worn fantastic suits of Haelfsilver armor that was said to be glorious
to behold, but no outsider has seen such a thing in several centuries.
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RUNIC TATTOOS
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Many Machtig of the Wundvolding, Herodi, and Raevoring Clans have mystical Runic
tattoos placed upon them by Runecrafters. These Runes can grant potent powers, but
cost both character points and gold from the characters starting funds.
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Runic Tattoos are bought as Powers with Charges and the Physical Manifestation Limitation.
Some sample Runes are provided below. The GM has final approval of all Runic Tattoos.
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Hearuns Rune of Protection: Force Field (8 PD/8 ED) (16 Active Points);
1 Continuing Charge lasting 1 Minute (Recovers With 8 Hours Of Rest; -1 1/4), Physical
Manifestation (Rune of Protection, -1/4); Real Cost: 6 points; Average Market Price:
96 gc
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Landras Rune of Mass: Density Increase (300 kg mass, +5 STR, +1 PD/ED,
-1" KB) (5 Active Points); 1 Continuing Charge lasting 1 Minute (Recovers With
8 Hours Of Rest; -1 1/4), Physical Manifestation (Rune of Mass tattoo, -1/4); Real
Cost: 2 points; Average Market Price: 10 gc
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Vurgens Rune of Imperviousness: Lack Of Weakness (-5) for Resistant
Defenses (5 Active Points); 1 Continuing Charge lasting 1 Minute (Recovers With
8 Hours Of Rest; -1 1/4), Physical Manifestation (Rune of Imperviousness tattoo,
-1/4); Real Cost: 2 points; Average Market Price: 10 gc
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Karaks Rune of Might: +10 STR (10 Active Points); 4 Continuing Charges
lasting 1 Turn each (Recovers With 8 Hours Of Rest; -3/4), Physical Manifestation
(Rune of Might tattoo, -1/4); Real Cost: 5 points; Average Market Price: 50 gc
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Daen's Rune of Mind Screams: Ego Attack 3d6 (30 Active Points); 6
Boostable Charges (-1/2), Physical Manifestation (Rune of Mind Screams tattoo; -1/4),
Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4); Real Cost: 13 points;
Average Market Price: 390 gc
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