Post One: Aranor’s Legendary
Archetypes
Intro
Some of you know I’ve been circling the question of how to make characters in
Aranor feel mechanically legendary. Mythras showed me how organic growth
and special effects can make a swordsman play like a myth at the table.
Ironsworn, though, gives me a different lens: assets. They’re modular,
narrative-driven, and they let a character grow into their legend without
bending the world to fit the system.
So, with Ember’s help, I’ve forged a few custom assets for Aranor. Each
one is tuned to feel legendary in play, while still breathing with the cadence
of the world.
Asset: Legendary
Duelist
Requirement: You wield a blade and have sworn to prove your mastery.
Ability 1 – The Edge of Reputation
When you Strike or Clash in single combat, on a strong
hit you may choose one:
- Disarm your foe.
- Drive them back, seizing
initiative.
- Inflict fear, forcing hesitation.
If you narrate the flourish, take +1 momentum.
Ability 2 – The Dance of Steel
When you Face Danger with Edge or Iron in combat, on a strong
hit you may also gain +1 momentum or +1 spirit, as the duel fuels your
legend.
On a miss, mark progress against your vow to prove your mastery—your
failure becomes part of the story.
Ability 3 – The Name That Echoes
When you Fulfill Your Vow to prove your skill in combat, mark 1
extra experience.
In any settlement where your deeds are known, you may Compel with +1
when invoking your reputation as a duelist.
Asset: Oathbound
Champion
Category: Path
Requirement: You have sworn a sacred oath to a cause, order, or liege.
Ability 1 – The Weight of Oath
When you Swear an Iron Vow, take +1 momentum on a strong hit.
If the vow is tied to your order or liege, mark +1 progress when you Fulfill
it.
Ability 2 – Shield of Legacy
When you Endure Harm or Endure Stress in defense of your
oath, on a strong hit you may also:
- Seize initiative, rallying
allies.
- Mark +1 progress on the vow you
are defending.
Ability 3 – Champion’s Presence
When you Compel or Secure an Advantage by invoking your
oath or reputation, take +1.
On a strong hit, allies gain +1 momentum as your presence steels their resolve.
Asset: Beast-Hunter
Category: Path
Requirement: You have sworn to track and slay the beasts that haunt the marches and wilds.
Ability 1 – The Hunter’s Eye
When you Gather Information by studying signs of a beast, take +1.
On a strong hit, also gain +1 momentum as your quarry’s trail sharpens in your
mind.
Ability 2 – The Hunter’s Strike
When you Strike or Clash against a beast, on a strong hit
you may choose one:
- Exploit a weakness (inflict +1
harm).
- Drive it into disadvantage (take
+1 momentum).
- Mark progress on a vow to slay or
protect against this beast.
Ability 3 – The Hunter’s Legacy
When you Fulfill Your Vow to slay or protect against a beast, mark
1 extra experience.
In any settlement where your deeds are known, you may Compel with +1
when invoking your reputation as a hunter.
Asset: Warden of the
Wild
Category: Path
Requirement: You are bound to the land and its spirits, sworn to protect
and learn from them.
Ability 1 – Voice of the Green
When you Gather Information in a natural setting, take +1.
On a strong hit, you may also:
- Learn of a nearby danger (beast,
spirit, or elemental).
- Gain +1 momentum as the land
whispers guidance.
Ability 2 – Element’s Touch
When you Face Danger or Secure an Advantage by calling on
elemental forces (wind, flame, stone, or water), roll +Wits.
On a strong hit, choose one:
- Shape the element to aid you
(take +1 momentum).
- Inflict harm or impose
disadvantage on a foe (mark progress).
Ability 3 – Circle of Renewal
When you Sojourn in a community or sacred grove, you may roll
+Wits instead of +Heart.
On a strong hit, allies gain +1 spirit or +1 momentum, as your presence renews
them.
If you invoke the land’s blessing, mark +1 progress on a related vow.
Asset: Ritualist of
the Veil
Category: Path
Requirement: You have learned forbidden rites, binding yourself to powers beyond the mortal world.
Ability 1 – Whispered Incantations
When you Secure an Advantage or Gather Information by
performing a ritual, roll +Wits.
On a strong hit, you may also:
- Glimpse hidden truths (ask one
additional question).
- Gain +1 momentum as the ritual
strengthens your resolve.
Ability 2 – Blood and Shadow
When you Face Danger or Endure Stress by invoking ritual
power, roll +Wits.
On a strong hit, choose one:
- Inflict harm or disadvantage on a
foe (mark progress).
- Shield yourself or an ally (take
+1 momentum).
On a miss, the ritual exacts a price: lose -1 spirit or -1 supply.
Ability 3 – Master of the Veil
When you Fulfill Your Vow tied to a ritual or arcane power, mark 1
extra experience.
In any settlement where your rites are feared or revered, you may Compel
with +1 when invoking your reputation as a Ritualist.
Closing
These assets are my attempt to bridge concept and mechanics, so that a Duelist,
Champion, Hunter, Warden, or Ritualist doesn’t just sound legendary—they
play legendary. Next time, I’ll show how vows forge their legends,
scaling from personal promises to world-shaping oaths.
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