![]() The Bandit |
Access: Nowhere & No Meister Accounts Difficulty: Extremely Hard Supervisors: The Whims Of Fate and your other Bandits Duties: Create dramatic stories and strife within the march relating to crime, or clandestine operations. Guides: N/A Quotes: “Why are we going into a dungeon? We're Bandits.”, “Can you not suck his dick right now? we've got shit to steal!!!” Minimum PQ: 3 Round Contribution: 5 |
You are one of a gang of potentially 5 brigands(scales for 1 bandit per every 6 players redyed up round start), your starting gear isn't very good, you cant use the meister system to make money and your opponents in the garrison usually outnumber you, and if you don't know what you are doing, will also outclass you.
SPAWN (< first ten minutes): As a bandit you will spawn with your brethren outside of town, take a moment to talk to your brethren, take in their appearances, and look at each others faces, and voice colors. find out who is the most experienced, and agree on a leader. Note: The Bandit camp no longer exists, nor does the Dragon Store. this roll is as much a test of your groups resourcefulness, and knowledge of game systems, as it is a test in combat skill.
CRAFTING and Base-Building (first Hour): Find out which crafting paths and each duty each of your brethren wishes to take on their duties, for example if you have many light classes (Knave, Smokerat, Sawbones, and Rogue Mage) have one person prioritize hunting and skin-crafting to get all the light classes outfitted in hardened leathers. (Hedge knights, Iconoclasts, and sell-swords and Brigands )[which use heavy, or medium armor] will likely be the designated smiths of your encampment, if you have a mage, have literally anyone but the mage look for a gem so that they can make a spell grimoir, assign the mage with their high intelligence stat to crafting duties, as they may be able to make your gear sooner and with less skill point investment. Always repair your gear within your band unless no-one has the required skill to do so. make sure you can either build a base with the facilities you need, or move into a ruin with the facilities you need.
Build-up (< second hour): This is the stage where you find out what gimmick your group is going to do. start scouting out the town, garrison, wardens tower, and keep if you think you can scout it out without getting arrested. Talk with the populace, and clandestinely start selling any excess crafting materials to other players you get if you can to fill in any final gaps that your party has in their gear(pick-locks are purchasable from the merchant but you don't spawn with them as a bandit) reconvene at some point to figure out what you all as a group want to do for your round.
ACT (Third Hour): you have your gear, you have your team mates, and you have your plan; now is the time to act on it. here are some tips for not Dyeing a lackluster death. AVOID BIG GROUPS of NON-BANDITS AT ALL COSTS, ADVENTURERS ARE FRAG HUNGRY AND WILL AID THE GARRISON IN TEARING YOUR BAND APART LIKE PIRANHAS. don't let your isolated victims stall negotiations out,(they are waiting for back up) you set the terms they can either accept them or offer a quick counter-offer[still role-play the situation out]. If someone spots you being a villain, either force the encounter, or run. If your victims SCOM for help, kill them or capture them, take them with you and run. IF A MOB STARTS FORMING AROUND YOUR BAND, BREAK OFF ROLE-PLAY AND RUN AWAY IMMEDIATELY, TRY TO PEEL AND KILL OVERZEALOUS CHASERS. TL-DR role-play in good faith and try to avoid unnecessary fights, but if one happens don't get pinned down in one location, unless it is your fortified base from hour 1.
Trial (Third Hour+): You will likely lose most of your rounds as a bandit, but this is fine. Even me the author who is writing this guide and is fairly robust rarely makes it to the end of the round as a bandit alive and or free. Losing is part of the fun, and your trial before the Marquis/Priest/Head Mage is where you can let your characters shine and showcase your groups deeds. If you are upset, looc your guard or your judge and ask for 10 minutes in a cell to compose yourself. If a guard gags you and won't un-gag you during your trial, looc them to un-gag you as a gentleman's agreement that you will not run or fight, with this agreement you are agreeing that you have already lost and wish to make this trial entertaining and meaningful (DO NOT DO THIS TO TRY TO ESCAPE OR LOOC UNGAG FOR A MECHANICAL ADVANTAGE) if they don't un-gag you and you have not been perfidious AHELP THEM. Is your judge or one of your guards a shitter? AHELP THEM. take your time with the trial, role-play your heart out, you are the star of the show, and remember that you will in-character get what you deserve, so don't take your fate personally its just a game.
Making it alive to the Trial Addendum: if you get caught out, due to a misplay or the mob of adventurers is about to hack you to death, and you know there is no escape; use the button combo SHIFT-X to signal that you have surrendered, and to give your pawn a hefty damage resistance against over-zealous fraggers until someone with a working brain finally arrests you and can begin to treat your myriad of wounds. this will improve your chances that you will make it to the trial alive. Were you captured by a Powergamer? AHELP IT. Were you hacked apart by the mob while surrendering in bad-faith, AHELP IT. Were you the victim of an LRP field execution? AHELP IT. did someone abuse and ignore meta-protections just force a fight in bad faith? AHELP IT. If you have a healing potion in your bag, let the guards know you have one and to feed it to you, if you are unconscious do the same thing, but over LOOC. do not resist capture unless escape is guaranteed, because you will be treated badly both ic and ooc.
Brigand: “have you seen this idiot's starting gear and skill spread??”
Armor Class: Medium
Unique Perks: NONE
Expert Skills: Axes, Maces, Wrestling, Whips/Flails.
Journeyman Skills: Unarmed, Climbing, Shields, Athletics, Polearms.
Stats: strength +4, endurance +2, constitution +2, intelligence -1, speed +1, fortune +1.
Gear: leather belt, leather pants, shirt, boots, satchel(needle, cloth,torch), hide armor, steel face-mask, iron coif, wolf helm. and a choice of battleaxe + cudgel or flail + wood shield.
Iconoclast: (Warning, is broken and needs a fix.) “Lets Wrastle.”
Armor Class: heavy & medium
Unique Perks: Ritualist
Master Skills: Wrestling, Unarmed, athletics
Expert Skills: Holy Magic
Journeyman Skills: Maces, Climbing, Shields, Polearms, Shields, Medicine.
Stats: strength +3, endurance +3, constitution +1, fortune +2.
Gear: WARNING MOST STARTING GEAR IS MISSING, NEEDS TO BE FIXED. HOLY MAGIC MIGHT ALSO BE BROKEN.
Hedge Knight: “hey buddy you hear about roleplaying?”
Armor Class: heavy & medium
Unique Perks: Noble
Master Skills: Swords
Expert Skills: Athletics, Riding
Journeyman Skills: Polearms, Swords,Shields, Maces, Wrestling, unarmed, Climbing, Reading.
Stats: strength +2, endurance +2, constitution +3, intelligence +2, speed + 1, fortune +2.
Gear: Steel Chain Gauntlets, Black Knight Helmet, Steel Chain Chasses, talbard, Iron Gorget, Steel Chainmaille, Black Plate Armor, Steel Bracers, Iron Plated Boots, Leather Belt, Bastard Sword, Leather Satchel(hunting knife, torch)
Knave: “Sneaky Beakys and Shooty Bois?”
Armor Class: Light
Unique Perks: Dodge Expert
Expert Skills: Swords, knives,climbing, sneaking, stealing, lock-picking, Bows, Crossbows. (for some reason whenever I play knave I have Master in crafting and idk why.)
Journeyman Skills: Polearms, Axes, Maces, Wrestling, Unarmed, Whips/Flails, athletics, traps, tracking.
Stats: strength +1, constitution +1, perception +2, speed + 3, fortune +2.
Gear: Toss-knife Belt, Leather Pants, Shirt, Boots, Steel Facemask, Leather Coif, Leather Armor. and choice of: Crossbow + Bolts + hunting knife + dagger + satchel(lockpicks, cloth, needle, torch), or Recurve Bow + Arrows + Short Sword+ Leather Satchel(Mantrap,cloth, needle, torch)
Rogue Mage: “like the adventurer mage, but more evil?”
Armor Class: Light
Unique Perks: mage armor.
Expert Skills: Arcane Magic, Reading.
Journeyman Skills: Polearms, Climbing, Alchemy.
Stats: endurance -1, constitution +1, intelligence +3, speed + 1, fortune +2.
Gear: Shoes, Leather Pants, Shirt, Robe, Rope Belt, Mana Potion, Staff, Steel Facemask, Leather Coif, Wolfhelm, Leather Satchel(needle, cloth, Torch.)
Sawbones: “Low-key really good.”
Armor Class: Light
Unique Perks: Dodge Expert, Empath, No-Stink, Deceiving Meekness.
Legendary Skills: Medicine
Master Skills: Swords
Expert Skills: Athletics.
Journeyman Skills: Wrestling, Crafting, Carpentry, Reading, Climbing, Sewing, Alchemy. (you want this guy to be building & fortifying your hideout)
Stats: intelligence +4, speed + 3, fortune +2.
Gear: Leather Vest, Shirt, Leather Belt, Surgery Bag, Rapier, Pants, Shoes ,Steel Facemask, Leather Satchel(Leech, Bedroll, cloth, Torch.)
Sell sword: “Fighter Man.”
Armor Class: Medium
Unique Perks: None
Expert Skills: Polearms, Wrestling, Swords, Whips/Flails.
Journeyman Skills: Axes, Maces, Unarmed, Crossbows, Climbing, Athletics, Shields.
Stats: strength +2, endurance +2, constitution +1, speed + 2, fortune + 1.
Gear: Leather Belt, Leather Pants, Gambeson, Boots, Steel Facemask, Iron Gorget , Steel Chain Maille, Leather Satchel(needle, cloth, torch) and choice of: Spear + Crossbow + Kettle Hat + Bolts or Buckler + Sallet + Sword.
Smokerat: “Handgonner go Boom.” (despite being the under-writer for this class, this class needs a buff to its stats desperately) [Also I play way too much Wretch.]
Armor Class: Light
Unique Perks: Dodge Expert
Expert Skills: Axes, Wrestling, Swords, Firearms.
Journeyman Skills: Unarmed, Climbing, Athletics.
Stats: strength +1, endurance +1, constitution +1, Perception +1, speed + 2, fortune + 1.
Gear: Saiga Helmet, Iron Gorget, Wild-guard, Handgonne, Leather Belt, Pulaski Axe, bullets, Leather Pants, Gambeson, Leather Jacket, boots, Fur Cloak, Leather Bracers, Fingerless gloves, Leather Satchel(Steel Dagger, Powder Horn, Lamptern, some coins in a leather pouch)
Universal Skill Improvements: Every class has hard baked into their load-outs as a universal buff at least apprentice in: Leather-crafting, Sewing, Crafting, Carpentry, Weapon-smithing, Armor-smithing, Masonry, and maybe Engineering.
Just because the role name is “bandit”, doesn't mean that RolePlay-Wise you have to play as bandits. RolePlay as a band of spies from a hostile kingdom, RolePlay as a band of native inhabitants from before the Dusk War, Roleplay as Toll Trolls, Roleplay as a gang of Muggers, Become Robbin Hood. The sky is the limit, be creative. Stealing wealth does not have to be your main in-character goal.