Honor Seeker
You seek Honor? Then your quest ends here. I AM Honor!


An Honor Seeker does not live honorably, he is Honor. Followers of this discipline have only one goal in mind: avenge an event that brought dishonor upon them. This is usually something disastrous that happened making them unable to stand the stares of the people and their kin. Most of them exile themselves until they have regained some kind of honor to the eyes of their Clan, but some things can never be forgiven. Once enough honor has been restored for the adept to face the world, he usually either fights to protect the honor of one and all or obsesses on proving that he deserves all Honors. The player starts after the Honor Seeker has regained enough Honor to face the world. Suggestion: Determine the deed accomplished by the character and make note of it.

Honor is most often redeemed without combat. Although to some, combat is the only way that their Honor may be redeemed. Honor Seekers are skilled in combat, but those skills are mostly of a defensive nature, to allow an Honor Seeker time to explain and expose the Honor of a situation. Killing someone never gave them back their Honor.

Important Attributes: Perception, Dexterity and Willpower
Racial Restrictions: Troll only
Artisan Skill: Rune Carving, Tatooing

Karma Ritual: To begin the his Karma ritual, an Honor Seeker must stand alone with his head down and visualize a dishonorable event. Then he finds a way to correct this situation and does it in his minds eye. When the honor has been restored, either through words or actions, the honor seeker stands tall and proud with his chin up and the ritual is over.

First Circle
Talents
Fire Blood
Karma Ritual
Melee Weapon
Shout of Honor (D)
Tracking (D)
Wound Balance

Second Circle
Talents
Durability (6/5)
Evidence Analysis (D)
Riposte

Third Circle
Talents
Empathic Sense (D)
Throwing Weapons (D)

Fourth Circle
Face Me: By screaming something like "by the honor of Grimfall, Face ME!", the honor seeker forces a character to return in front of him. Make a willpower test against the targets social defense. The target may do a willpower test against the result to break free & any damage allows an extra test and reduces difficulty by 1. The effect lasts 4 minutes.
Talents
Sprint
Thread Weaving (Honor Weaving)

Fifth Circle
Social Defense: Increase the honor seeker's social defense by 1
Talents
Air Dance
Speak Language (D)

Sixth Circle
Karma: The honor seeker may spend a Karma Point on any action using Willpower only, including the discipline ability "Face Me".
Talents
Anticipate Blow
Great Leap

Seventh Circle
Physical Defense: Increase the honor seeker's physical def by 1.
Talents
Honor Rage (D)
Steely Stare

Eighth Circle
Recovery Test: The Honor Seeker gains an additional recovery test per day.
Talents
Eagle Eye (D)
Sheild Charge

Ninth Circle
Physical Defense: Increase the honor seeker's spell def by 1.
Talents
Hypnotize
Life Check
Willforce

Tenth Circle
Avenging Honor: This allows the honor seeker to boost certain of his characteristics when facing someone who has stained the honor he is fighting for. 3 steps increase to one characteristic and all related talents and skill.
Talents
Champion Challenge (D)
Lion Spirit

Eleventh Circle
Social Defense: Increase the honor seeker's social defense by 2.
Talents
Truth Skit
Blood Guilt Weapon (D)

Half-Magic: Honor seekers may make half-magic tests on honor questions for any race, etiquette and racial relations.

Rituals of Advancement

The Honor Seeker is a discipline of actions and deeds. One does not decide to become an honor seeker, you just are. It is a very rare discipline amongst the highland trolls and even rarer amongst the lowland trolls.

Recruitment: Most learn it spontaneously after a monstrous dishonor and it is not often tought. An honor seeker will only teach it to a troll that might die because of a dishonor, nobody else. Reaching first circle requires the accomplishment of a deed that allows the character to regain enough honor to face the world.
Novice (2-4): Elders will assing Adepts either have to save the Honor of someone or all parties caught in a squirmishe or find a solution to a fictional situation presented to them by an elder.
Journeyman (5-8): The adepts are normally presented with an actual case of someone that has been dishonored and they have to restore Honor where Honor is due.
Warden (9-12): Adepts of this level usually erect symbols to honor great ones or try to restore the honor of someone that they dishonored.

New Talents

SHOUT OF HONOR
Step Number: Rank + Willpower
Action: Yes
Skill Use: No
Requires Karma: Yes
Strain: see below
Discipline Talent Use: Honor Seeker

By shouting one of the deeds that has brought him honor, the honor seeker impresses the target. Make a shout of honor test using the social defense of the target as difficulty number. This has the same effect as lowering the target's dexterity step and physical defense by his half-magic rank + 1. This effect lasts for a number of rounds equal to the strain taken by the Honor Seeker. The amount of strain to be used must be declared before the test is made. If used on multiple targets, use highest social defense, +2 for each additional target as a difficulty number and add +1 to the total strain normally requiered. A different deed must be used each time it is used on one character. All honor seeker start with only one deed and they must accomplish the others.
The step and physical defense can not be lowered under 3.

Honor Rage
Step Number: Rank + Willpower *see text
Action: No
Skill Use: No
Requires Karma: Yes
Strain: 3 *see text
Discipline Talent Use: Honor Seeker

This talent is optional, although most learn it, it has its risks and its cost. To learn it, there are 3 permanent damage points to be taken. When the honor seeker uses this talent he falls into a trance. A thought of something dishonorable comes into his mind and he tries to fight it off . For the next 3 rounds, he MUST fight (using any method) and he cannot take any other actions in this state, even if this might cause his death. The rage adds rank steps of damage to any test taken while in trance.
Any time the honor seeker gets into a fight or sees something dishonorable, do an honor rage test against the highest social defense of the targets involved. If the test fails (less than poor), the honor seeker falls into an uncontrollable rage for 4 rounds not taking the 3 points of strain.
To regain control before the end of the trance, roll (or reroll if it was uncontrollable) the honor rage dice. Use the result as a difficulty number for a willpower test. Upon success, the honor seeker regains control of his actions, takes an amount of damage equal to his wound threshold and a wound. Note. The karma is for the damage test, not the other tests.

Note. The Eleventh Circle is optional. They are talents that fit the discipline but are of circles higher than 10. You could double the cost of legend points or have the character seek out the one and only Honor Seeker that has reached that circle.


Lightworker's Workshop: Honing the Mind

Copyright 1999. Eric Campeau