Monday, 21 March 2016

The Call To Adventure - Rule example 16-03-20

The Call To Adventure - Rule example 16-03-20     

          The call for adventure is why your character risks their life every day and spends most of their money on gear (spells, Armour and weapons) when the same money would allow them to live comfortably otherwise. In modern terms, why are you spending 100,000 plus to get a high end university education when you already have a good job? Or spending a fortune on trainers to try to enter and win the Olympics?
       What is your driving force that makes wanting to succeed so important. It is not just wanting to be rich, the first few adventures will give wealth. To live like a king however takes constant money in as money goes out . .  .
Maybe your character is gambler and just wants enough to pay for his habit, or maybe he/she is a humanitarian who wants to cure and end leprosy, the character is driven by some special goal other than just get buy.


Typical Call To Adventure

Pick major reason to adventure, over all reason for adventuring. After this is done most characters will retire or at least not be concerned with level advance.

You can  1d6-2 +(2 per masterfully completed call to adventure, exceeding the goal, that is completing with one level of being taken up) mini call to adventure towards your goal every level (minimum one) and one more call to adventure any time after earning 500 xp for that level based on current circumstances.

Example One :  A complete call to adventure

         This character has a passion for the heroes of legend, and more importantly the heroes of the modern jousting circuit. He wants to be one of the names the bards talk about in the kings court and in the market place. 

 He has made a plan to achieve.

 After completeing his training (1st level) he will
strive to  become nationally famous. In game terms this means:


Goal = achieve 10,000 glory and 13 fame (with fame lasting for a least a year or more). 
Achieved = 10,000 xp.



 At first level showing he lead:

1) Taking part in an organize battlefield regiment = 100 xp

Showing that he is courage and unwilling to back down from a fight of honour:

Note, later after 500 xp he finds that he has no respect and thus can not gain men, so he decides to hire a competent henchmen. (100 xp value if lead in battle, and the henchmen is kept for one year, ie. does not die or desert.)

2) Winning a duel or joust against a man of arms = 500 xp

Level three: Entering the local joust and betting an experience and famous opponent:

3) Winning a duel or joust against a master of arms =5,000 xp
 
  Forth, after gaining fame in the jousting gaining fame as a slayer of dragons:

4) Defeating a monster of legend =3,000 xp
 
At fifth level: showing that he can led a large force, and that his glory is impressive

5) Commanding an army of 100 or more men to victory = 1500 xp

At Sixth level, return to the jousts as a champion against armies and beasts, and prove his mental in the kings joust:
 6)  Winning a tournament of arms = 2,000 xp (small to 
medium)

        At seventh level continue on his success at the jousting competiton and win at the highest level

7) Win at the kings tournment = 5,000 xp (large and famous tourment)
 
       At eighth level having used the fame at the jousts demand a command from the king worthy of his skills to again prove his valor:

8) Commanding an army of 10,000 or more men to victory = 10,000 xp

 At level 9, ideally have achieved the life long goal, if not

9) Gain 80 plus honour (8,000 xp)
10) gain 5,000 more glory ( 5,000 xp)
11) gain 5 more fame (from current total) (5,000 xp)

      At any level the call for adventure might change to a bigger goal. One might change from being a glory hound to desire to be King of England for example. Your previous call to adventure might just become a stepping stone towards the larger goal.  Or in this case instead of being famous just nationally, famous in all countries who are allies and foes of your current nation.
        Goal = Fame:14, Glory 14, 000, xp =20,000.





 Example two:


A magic user character reads about the  Hand of Vecna and dreams about become as powerful as Lord Vecana and ruling the world:

So Major call to adventure: Rule the world  =10,000 xp

Steps towards goal:


-Joining a specific organization related to your class - joining  a cult or guild

also devoted to learning about Vecna  = 1000 xp

-Creating a spell that will raise my power in said organization  -2,000 xp

-Creating a divination spell that will allow me to control the cult = 4,000 xp

-Become head of that organization =5,000 xp
-Finding the location of the hand of Verna and its powers - 6,000 xp

-Recovering a magical artifact - the hand of Vecna = 9,000 xp

-Destroy nations opposing =10,000 xp per nation.

-Rule the world  =10,000 xp (not this goal is under valued, but any goal picked at fist level tops out at 10,000 xp)


GENERAL CALL TO ADVENTURE STEPS:

Taking part in a dangerous expedition that returns without casualties
Being the sole survivor of a disastrous expedition - (Romantic insane)
Recovering a magical artifact - Life time
Dying and being brought back to life - Spiritual quest (Learn  about the after life)

Being gaining a title and lands
Joining a specific organization related to your class
Being promoted or rising in the hierarchy of that organization
Become head of that organization
Establishing an organization related to your class


CLERIC EXPERIENCE AWARDS (crusader)

Recovering a relic of your chosen religion
Leading a pilgrimage to the holy land
Taking part in a crusade
Leading a holy crusade
Converting a follower
Converting a village
Converting a town
Converting a city
Converting a kingdom


FIGHTER EXPERIENCE AWARDS (becoming a famous warrior)

Taking part in an organize battlefield regiment = 100 xp
Commanding an army of 10 or more men to victory = 600 xp
Commanding an army of 100 or more men to victory = 1500 xp
Commanding an army of 1,000 or more men to victory = 3,000 xp
Commanding an army of 10,000 or more men to victory = 10,000 xp
Winning a duel or joust against a ordinary man =100 xp
Winning a duel or joust against a man of arms = 500 xp
Winning a duel or joust against a master of arms =5,000 xp
Winning a tournament of arms = 2,000 xp (small to medium)
Defeating a monster of legend =3,000 xp


Goal = achieve 10,000 honor and 10 fame.



MAGE EXPERIENCE AWARDS (becoming an inventor of magic)

Creating a spell of 1st or 2nd level     = 1, 000 xp (bonus)
Creating a spell of 3rd or 4th level = 3,000 xp (bonus)
Creating a spell of 5th o 6th level = 5,000 xp (bonus)
Brewing a potion = 9,000 xp
Creating a magic artifact = 10,000 xp

Final GOAL = 10,000 glory and 10 fame for one year or longer =10,000 xp


THIEF EXPERIENCE AWARDS (becoming a legend among thieves, commuting a legendary heist)

Thieving a single item worth at least 10 bv
Thieving a single item worth at least 100 bv
Thieving a single item worth at least 1,000 bv
Taking part in a heist
Leading a team of 3 or more thieves in a successful heist
Leading a team of 5 or more thieves in a successful heist
Leading a team of 10 or more thieves in a successful heist = 9,000 xp
Completing a "legendary heist" = 10,000 xp


Links:



History Middle Ages Jobs

https://www.blogger.com/blogger.g?blogID=3931532125264168912#editor/target=post;postID=2556853270166517859;onPublishedMenu=allposts;onClosedMenu=allposts;postNum=27;src=postname


Players Starting Equipment


http://edmunds-playersbook.blogspot.ca/2016/03/player-starting-equipment.html


Rules

Spe Rules
http://add-1stedition.blogspot.ca/2014/10/rule-1410-111-saga-character-generation.html

Character Generation: Normals
http://edmunds-playersbook.blogspot.ca/2016/03/rule-16-03-10.html

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