The Exolasher
A
Discipline by Drystone
In Blood Wood, many elves protect their queen, all with honor, loyalty and with the ferocity that was eventually proven to the outer world. But all the elves would give their lives to live and die as an Exolasher, as the queen's personal guard. One of the most honorable and feared duties in Blood Wood, and sometimes matched with the Exolasher's.
The Exolashers are chosen from the great ranelles (mostly from the Escalanas and Talshara), but others come from small villages only under exceptional conditions (If the trainee is overwhelmingly strong and wise), since the ranelle tries to achieve absolute control over this duty
Exolashers trains hard in brute force as with manners at the Elven court, for no person would like to sit at dinner with the queen while his guard eats with his hands and cut his food with his two handed sword, would he?!
Exolashers are being chosen after passing dozens of tests, which measures their strength, toughness and dexterity. Than, only those who pass the tests are trained in the "Grove of Thorns", the ultimate and most excellent Warrior's school in Blood Wood. After their martial arts training and learn of strategy and combat techniques, each Exolasher is being attached to either a male or female from a high rank or statues in order to learn manners. Not only brute and strong warriors, the Exolashers must be charismatic and wise for he must set an example to all other Blood Elves of how to guard the Wood, and show your loyalty to the queen.
If the Exolasher fails his manners training, no matter how skillful he is in combat (Unless he can take out a horror with his fingernails!) he would never become an Exolasher, unless he begs and finds a way or does a heroic deed that would prize him with this title.
When the Exolasher finishes his training he must take a Blood Oath to his instructor. If the Exolasher refuses then he can not use any of his talents as an Exolasher and a scar that can't be healed (no matter what!) will be created at his chin and forehead that will recognize him as an oath breaker.
The instructor says the following and the Trainee repeats word after word:
"This day I have finished my training"
"I was taught the wisdom of combat"
"I saw the way of loyalty and the light of honor"
"I shall never betray my instructor, as long as he does not betray me"
"I shall never kill my instructor, no matter at what cost"
"I shall never betray an elf, unless he betrays his own people"
"I will never disobey or disappoint the Elven Queen or the Consortis"
"I will never let the Elven Queen or one of her Consortis come to harm"
"I must give my life to protect the Wood and it's inhabitants as long as they are loyal to the Queen"
Then, the instructor swears the same oath but instead of instructor he says 'Trainee'. The teacher uses the hardened thorn talent and makes a cut at the Trainee's arm, and the Blood Oath is completed.
At the beginning, the Exolashers and the Exolashers were one unit, one force. But then, as history rolled the one force became two. The Exolashers who turned to magic, and the Exolashers, who have become an elite force unit in martial art. Though most think of the Exolashers as one force, it is a mistake for even from with in it is divided to two infantries. The first one is the Queen's personal guards, they are those who guard the queen with their body, they are those who walk in shiny armor and huge swords and bows in public. And there is the second corps, "The Knights of the Thistle". The Knights of the Thistle are almost the opposite of their glorious friends, the Queen's personal guards. Instead of walking in day light with glowing and shiny armor, they walk in the darkest shadows with capes and hooded masks. They do not cross the people eyes with huge weapons but they hide their small swords and daggers inside their cloaks. They are trained as spies to keep an eye inside the Wood and to inform the queen about inside information and intelligence. The Knights of the Thistle hardly ever open a direct confrontation, but usually they poison their victim or kill him from great distance using bows or any other possible way. Some call the Knights of the Thistle cowards, but those who did eventually had found their death in a most unfortunate accident. The Knights of the Thistle owns a terrifying reputations of cold, cruel and efficient assassins who can compete even the most skillful Theran spy or assassin across Barsaive. This reputation and their operations made every peasants, wardens, Exolashers and even consortis to watch their mouth before saying a word about the cowardice of the Knights, let alone about the Knight himself. Many consortis have asked and still request from Queen Alichia to take more control over her Knights, but personally she thinks that loyalty can come only from love to the governor plus a healthy dose of fear.
Most famous of all was the use of the Exolashers to
burn the port of "Dren Hathal". In times before the Scourge, a great shipyard
was built. The ships which were constructed there by the Elven ship's builders
were said to be as good and as fast as a T'skrang riverboat. But as the Scourge
was getting closer, the ranelle who owned the shipyard disobeyed Queen Alichia's
command and used the port to transfer elves from the Wood to the kaers which
were built by the Therans. The queen, who's anger was driving her mad, had decided
to test the Exolashers loyalty to her by sending out a force of them to "Dren
Hathal" and to completely burn it including the ships. The Exolashers, who were
loyal to the queen carried out they're orders with no hesitation. So great is
the loyalty to the queen, and so great is the punishment for those who betrays
her…
"All the warriors have their path, most of them are guided by their passion for combat and glory, while we are guided by loyalty and honor…"
-- Tanvaldien, an Elven Exolasher
The Exolasher is a type of warrior, with some new abilities. Please note that there are two type of Exolashers and they should be considered as different disciplines, further more, no character can learn one type of the Exolasher discipline and then the second one (and vice versa). The two types are: 1) The Queen's Personal guards, 2) Knight of the Thistle. Exolashers are better as NPCs but can also be used for PC characters. I would not advise taking this Discipline as a PC unless you are running a Blood Wood campaign or if the GM balance it by reminding the player that he is utterly loyal to the queen. Being an Exolasher does have it's downfalls, he is arrogant, he thinks he is superior, would hardly ever take help from an "Unprotected elf" not to mention other name givers! Thus, it should be balanced by a fair game from the player. Not only it is hard to find Exolashers outside from Blood Wood, it is even harder to find one who is willing to teach others this discipline. Knights of Thistle are almost unheard of and can hardly be found at Barsaive (If you find A Knight of Thistle the GM should reward you for a heroic deed!) and even finding one in the Elven court remains a tough task, especially if you're not a Blood Elf. Oh, for all the players, if you are a Queen Personal Guard then you can not learn the Knight of the Thistle because the oath is different.
The Queen's Personal Guards
Important Attributes: Strength, Willpower, and Dexterity
Racial Restrictions: Blood Elves and Elves only.
Artisan Skills: Runic Carving (Armor/Weapon)
Karma Ritual: The Exolasher takes his weapon and draws a square, like a
training stage. Then he sits in the middle of it, and imagines his instructor
in front of him. He practices unarmed combat as well as melee combat for half
an hour. Then, he repeats the Blood Oath he took after learning this Discipline
and the Karma Ritual is over.
FIRST CIRCLE
Talents:
Acrobatic Strike
Hardened Thorns* (D)
Karma Ritual
Melee Weapons
Unarmed Combat (D)
Wood Skin (D)
SECOND CIRCLE
Talents:
Anticipate Blow
Durability (9/7)
Silent Walk
THIRD CIRCLE
Talents:
Missile Weapons (D)
Tiger Spring
FOURTH CIRCLE
Karma: The Exolasher may spend Karma points on willpower only
Talents:
Metal Thorns* (D)
Thread Weaving (War Weaving) (D)
FIFTH CIRCLE
Spell Defense: Increase the Exolasher's Spell Defense by 1
Talents:
Direction Arrow
Thorny Quarterstaff* (D)
SIXTH CIRCLE
Recovery Test: The Exolasher gains an additional Recovery Test per day
Talents:
Eagle Eye
Maneuver
SEVENTH CIRCLE
Enhanced Reflexes: For the cost of 2 Strain Points, the Exolasher gains
+2 to all his Dexterity tests
Physical Defense: Increase the Exolasher's Physical Defense by 1
Talents:
Missile's Path*
Second Attack (D)
EIGHTH CIRCLE
Social Defense: Increase the Exolasher's Social Defense by 1
Talents:
Mystic Aim
Thorny Arrow* (D)
NINTH CIRCLE
Body Block: This ability is most important at the Queen's Personal guards
and every Exolasher who dreams to be a Personal guard, whether to Queen Alichia
or to a Consort, is well aware to the fact that this must be learned and used
when the situation arises. The Exolasher actually throws himself at the target
(The one who he guards) to take the damage, even if it means death. The Exolasher
gains +4 when the attack is performed at the target, if he succeeds then the
target is pushed aside and he takes the damage, if he fails the target was not
pushed and takes the full damage of attack. Whether the Exolasher succeeds or
fails he suffers an immediate strain of 4.
Karma: The Exolasher may spend Karma points with Strength and Dexterity
only
Talents:
Flame Arrow
Second Weapon
Throwing Weapons
TENTH CIRCLE
Karma:The Exolasher can spend Karma Point on Damage Tests of melee or
unarmed combat attacks
Initiative: Increase the Exolasher's Initiative dice by 1 step
Talents:
Open Wood* (D)
Stopping Aim
ELEVENTH CIRCLE
Social Defense: Increase the Exolasher's Social Defense by 1
Physical Defense: Increase the Exolasher's Physical Defense by 1
Talents:
Bank Shot
Called Shot
TWELFTH CIRCLE
Physical Defense: Increase the Exolasher's Physical Defense by 1
Spell Defense: Increase the Exolasher's Spell Defense by 2
Talents:
Critical Hit
Elemental Tongues
THIRTEENTH CIRCLE
Social Defense: Increase the Exolasher's Social Defense by 1
Karma: The Exolasher may spend Karma points with Toughness and Charisma
Talents:
Call Arrow
Matrix Strike
Knights of the Thistle
As a GM, I would lie if I would say that I like the Queen's Personal Guards more then The Knights of the Thistle as NPCs But when it comes to Player characters, I allow this discipline only to a player I know that will play this character, as he should to (paranoid and evil, cruel and vicious, dark and cold). And if I know that the player would play the Knight as a cooperative character who is fond of daylight, as one whom love being with dozens of peoples. As one who likes direct confrontation, he want glory and to be well known as the Great Knight of the Thistle, and he tells that to every beautiful Elven female he see that he is a spy (I'm a knight, a thistle knight) just to flirt with, and so on… He can go on dreaming.
The only way to recognize a Thistle Knight is by
a silver pendant in the shape of a thistle. Though this pendant does exist and
every Knight of the Thistle who finishes his Exolasher's training (there is
another Blood Oath for those who become Knights), the Knights hardly ever wear
it since they want to keep secrecy as highly as possible.
"You are a fool to run like that! Why to wield your sword with this might and shout like a madman?! Where is your wisdom? To sneak behind someone and then to swing your sword and shout may just be as efficient as telling him you're gonna stab him! Instead, walk in the shadows, strike him silently so that no one will wake up in the middle of a night. Then, leave false evidence at the scene and walk away, for that is a challenge. Use your brain and not your muscle…"
-- Velaya, An Elven Exolasher, Knight of the Thistle
The Blood Oath of the Knights of the Thistle is as follows:
"This day I have finished my training"
"I was taught the wisdom of combat"
"I saw the way of loyalty and the light of honor"
"I will never disobey or disappoint the Elven Queen "
"I will never let the Elven Queen come to harm"
"I must give my life to protect the Wood and it's inhabitants as long as they are loyal to the Queen"
Important Attributes: Perception, Willpower, and Dexterity
Racial Restrictions: Blood Elves and Elves
only.
Artisan Skills: Acting, Dancing, and Sculpture
Karma Ritual: The Knight of the Thistle sits in a dark room or a dark place
and looks upon the shadows. Then, in his mind he sits for sometime (close to
half an hour) and changes the shapes of the shadows in his mind, "using" the
Reshape Shadow talent (He still imagines). If he passes the imaginary test then
he gets all of the Karma points, if he fails then he gets only a half.
FIRST CIRCLE
Talents:
Climbing
Hardened Thorns*
Karma Ritual
Silent Walk (D)
Tracking (D)
Unarmed Combat (D)
SECOND CIRCLE
Talents:
Disguise Self
Durability (7/6)
Lock Pick
THIRD CIRCLE
Talents:
Avoid Blow
Poison*
FOURTH CIRCLE
Karma: The Exolasher may spend Karma points on willpower only
Talents:
Anticipate Blow
Thread Weaving (Death Weaving) (D)
FIFTH CIRCLE
Spell Defense: Increase the Exolasher's Spell Defense by 1
Talents:
Metal Thorns
Thorny Quarterstaff* (D)
SIXTH CIRCLE
Recovery Test: The Exolasher gains an additional Recovery Test per day
Talents:
Conceal Weapon
Sense Poison
SEVENTH CIRCLE
Enhanced Reflexes: For the cost of 2 Strain Points, the Exolasher gains
+2 to all his Dexterity tests
Physical Defense: Increase the Exolasher's Physical Defense by 1
Talents:
Second Attack
Wear Shadow* (D)
EIGHTH CIRCLE
Social Defense: Increase the Exolasher's Social Defense by 1
Talents:
Investigation* (D)
Resist Poison
NINTH CIRCLE
Court Etiquette: Since sometimes placed as high counselors, every Knight
of the Thistle is trained how to act when posted with high societies, and no
Knight ever knows when he will be ordered to penetrate a high society, if he
is ordered at all. It gives the knight, at the cost of 1 strain, a more pleasant
and noble look. The Knight gets +2 to all of his interaction tests.
Karma: The Exolasher may spend Karma points with Strength and Dexterity
only
Talents:
False Evidence* (D)
Second Weapon
TENTH CIRCLE
Karma:The Exolasher can spend Karma Point on Damage Tests of melee or
unarmed combat attacks
Initiative: Increase the Exolasher's Initiative dice by 1 step
Talents:
Thorn Shape* (D)
Wood Skin
ELEVENTH CIRCLE
Social Defense: Increase the Exolasher's Social Defense by 1
Physical Defense: Increase the Exolasher's Physical Defense by 1
Talents:
Fast Hand
Wind Catcher
TWELFTH CIRCLE
Physical Defense: Increase the Exolasher's Physical Defense by 1
Spell Defense: Increase the Exolasher's Spell Defense by 2
Talents:
Fake Writing* (D)
Unarmed Techniques* (D)
THIRTEENTH CIRCLE
Social Defense: Increase the Exolasher's Social Defense by 1
Karma: The Exolasher may spend Karma points with Toughness and Charisma
Talents:
Open Wood* (D)
Reshape Shadow* (D)
New Talents
Fake Writing
Step Number: Rank + Willpower |
|
Action: Yes |
Skill Use: No |
Karma: Yes |
Strain: None |
Discipline Talent: Knight of the Thistle |
|
The Exolasher can fake a writing of someone he once saw. The Difficulty number is the Perception (of the Knight) + time passed (since the knight last saw the type of writing his trying to fake). If the knight gets an average success then the fake is similar, but he can't fake signature. If the knight gets a good success then the handwriting looks more similar, yet unable to fake a signature. If the knight gets and excellent success he is able to fake the handwriting at a very persuasive look and can fake a signature. If the knight gets an extraordinary success then the fake of the handwriting can not be detected as false. Many Knights of the Thistle use this Talent to implant false suicide letters "written" by the dead, or as "convicting evidences" against an important as well as non-important person.
False Evidence
Step Number: see below |
|
Action: Yes |
Skill Use: No |
Karma: No |
Strain: None |
Discipline Talent: Knight of the Thistle |
|
When leaving a scene of murder, no one likes being hunted by the city's guards, that is why the Knight's have long learned how to leave a scene and to drop the guilt at someone else. The Knight must have an object or a fake letter that he leaves at the scene, and then he throws the furniture at different directions or arranges them to create the environment of whether a suicide or a fight between a couple which deteriorated to violence. The Difficulty number is the Knight's Perception + (check the modifiers at the table below).
Size of Room | Time Passed from the Murder | Number of Witnesses | Use of Magic |
---|---|---|---|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Example: Herigors, a Blood Elf Knight of the Thistle murders a victim
in a cheap inn. Since he was almost detected with the body he had to leave the
room and return after three hours. After those three hours he tries to make
it look like the victim died during a Blood Magic Ritual (since Herigors killed
the victim with Blood Magic). So Herigors have a perception value of 9. Since
the victim was killed in a cheap inn, he adds +4, and three hours passed and
that's +3, there were no witnesses but he made a Blood Ritual, so he gets a
+7, which together come to a difficulty number of 23.
If a character leaves false evidence, a letter or something else the GM should consider how it would REDUCE the difficulty number.
Hardened Thorns
Step Number: Rank + Willpower |
|
Action: No |
Skill Use: No |
Karma: No |
Strain: None |
Discipline Talent: Exolasher/Knight of the Thistle |
|
This talent enables the Blood Warder to harden his
thorns and make them more difficult then they are for 1D4+Rank combat rounds.
Hardened Thorns may only be used at unarmed combat and it increases the damage
step by 3. The difficulty number for this talent is the attacked creature or
person Physical Defense. The Hardened Thorns talent may not be used when the
Blood Warder wears any type of armor unless it is a threaded one created by
the Blood Warders them selves.
Investigation
Step Number: Rank + Strength |
|
Action: Yes |
Skill Use: No |
Karma: No |
Strain: None |
Discipline Talent: Knight of the Thistle |
|
This Talent is used when a victim is captured and he holds information that the Exolasher requires. The Knight grabs the victim and ties him to a chair. Then, using force, the Knight tortures the victim until he gets the information he needs. The Difficulty step for this talent is the victim's Physical Defense. To determine how accurate is the information the Knight gets the GM makes a perception test. Average success will give obscure details. A better success will give general details. An excellent success will give detailed information and an extraordinary success will give precise information.
Metal Thorns
Step Number: Rank + Willpower |
|
Action: No |
Skill Use: No |
Karma: No |
Strain: None |
Discipline Talent: None |
|
This talent is used to create more damage in unarmed combat. The Hardened Thorns talent may not be used when the Exolasher wears any type of armor unless it is a threaded one created by the Exolashers them selves. This talent lasts for 3+Rank combat rounds. It makes a damage step +5 using Unarmed Combat.
Missile's Path
Step Number: Rank + Perception |
|
Action: No |
Skill Use: No |
Karma: No |
Strain: None |
Discipline Talent: Exolasher |
|
The Missile Path talent helps the Exolasher use his or her missile weapon in places that have a thick growth when missile weapons are hard to use. If the Exolasher can sense an enemy near (Catches a glimpse of him, hears him move or even breathing), then he or she may attempt to use Missile's Path to fire at the target through whatever plant life is in the way. To use this talent the Exolasher makes a Missile's Path test against the target Spell Defense. If the Exolasher succeeds then the forest opens a narrow path to the target along which he or she may fire his or her missile using any appropriate talent or skill. The maximum length of this talent is 5 yards multiplied by the Missile's Path test result. The path created by this talent lasts only long enough to make a single shot.
Open Wood
Step Number: Rank + Willpower |
|
Action: No |
Skill Use: No |
Karma: Yes |
Strain: See Below |
Discipline Talent: Exolasher |
|
This talent enables the Exolasher in times of necessity
to open a hole in a large tree (Bigger then the Exolasher itself, and if necessary
then bigger then the Exolasher and his companions), which he can hide in.
In cost of 1 Strain point for two persons, the Exolasher may open a hole in
a tree, and enter to it. The tree will then close itself and will look the same
as it was, leaving no evidences for the hole inside it. After the Exolasher
and his companions will exit their hiding place the tree core (heart) will return
and the tree will go on living without problems.
Poison
Step Number: Rank + Willpower |
|
Action: Yes |
Skill Use: No |
Karma: Yes |
Strain: 2 |
Discipline Talent: None |
|
Using the Poison talent, a character can add poison either to the tip of a weapon, or into a drink or food. The character first pricks him, letting a drop of blood fall onto the food or weapon. The drop then begins to hiss and boil, becoming poisonous. The poison uses the step number, as its spell defense and it's rank as its damage step. When used on a weapon, the weapon remains poisonous for rank minutes. Once poisoned, the target may make a toughness test each round vs. the spell defense of the poison. The poison remains in the target doing damage each round until either the character makes a successful toughness test, or until rank rounds have passed. The karma required for this talent is not added to any tests, it is expended simply for using the talent.
Reshape Shadow
Step Number: Rank + Perception |
|
Action: Yes |
Skill Use: No |
Karma: Yes |
Strain: 5 |
Discipline Talent: Knight of the Thistle |
|
This Talent allows the Exolasher with the cost of 5 Strain Points to hide himself as a shadow and to even change the shape of his shadow with a restriction of no shadow larger or smaller then 60%. The Difficulty number is the Knight's Spell Defense and if the knight passes in the field of view of other beings then he must check then the Difficulty test will be against the viewers Perception. If the knight gets an average success or better he passes unnoticed, but if he fails then the viewers detect him.
Thorn Shape
Step Number: Rank + Strength + 3 |
|
Action: No |
Skill Use: No |
Karma: No |
Strain: None |
Discipline Talent: Knight of the Thistle |
|
This talent is much like the "Claw Shape" in ED, page 100. The Knight changes his Dominant hand to a huge thorn, and makes the attack using Unarmed Combat, The damage step is the Thorn Shape step, and it lasts for one round.
Thorny Arrow
Step Number: Rank + Willpower |
|
Action: No |
Skill Use: No |
Karma: Yes |
Strain: None |
Discipline Talent: None |
|
This talent is not an uncommon one that is never used. Not many of the Exolashers used it, because they don't have to handle attacks too many times. This talent changes a wooden stick into a thorny arrow with a damage step of +5 for use with a bow only.
Thorny Quarterstaff
Step Number: Rank + Willpower |
|
Action: No |
Skill Use: No |
Karma: Yes |
Strain: None |
Discipline Talent: Exolasher/Knight of the Thistle |
|
This Talent is used among many Exolashers during battles when no sword is available. This talent changes a wooden stick (4-7 feet long) into a thorny quarterstaff with a damage step of +5. The Exolasher passes his hand along the staff, except for where he is suppose to grab it and small thorns begins to come out of staff. The thorns remain for Rank + Willpower minutes, then the thorns disappear and the staff returns back to what it was (if rune carvings were on it then they were not damaged) .
Unarmed Techniques
Step Number: Rank + Dexterity |
|
Action: Yes |
Skill Use: Yes |
Karma: No |
Strain: None |
Discipline Talent: Knight of the Thistle |
|
The Unarmed Techniques Talent allows better ability in damaging an opponent. The Exolasher makes an Unarmed Technique test against the target Physical Defense. A successful result means the attack hits the target. The Exolasher adds a half his Unarmed Techniques Talent Step (round up) to the damage step. The Exolasher can combine this Talent with the Hardened/Metal Thorns.
Wear Shadow
Step Number: Rank + Willpower |
|
Action: Yes |
Skill Use: No |
Karma: Yes |
Strain: 5 |
Discipline Talent: Knight of the Thistle |
|
The Exolasher enters to a shadowy corner and stands for ten minutes. Then with the cost of 5 strain points he slowly grabs the air and wears it like a cloak. The Exolasher would then be cloaked with a "shadow cloak". The difficulty number is the Exolasher's Spell Defense. If the Exolasher succeeds, he can move without being detected for the whole night. The "Cloak" will be destroyed when the sun rises or if the Exolasher is exposed to a magical light source (Light quartzes, Astral Sensitive Eye) and every other magical equipment as source of light and astral sight.
What's New | Main Page | Disciplines | Eternal Library |
Campaign | Web Guide | Links |