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==Soulbound== In [[Age of Sigmar Roleplay]], Kharadron become Soulbound for pretty much the usual reasons that they do anything: pragmatism and profit. Often the least religious of the Soulbound (unless they came from Barak-Thryng), they still regard the rite of Binding as a lifelong unbreakable contract that promises great rewards with commiserate risks... which is just the way that Kharadron like it. Considering that becoming a Soulbound grants a greatly extended lifespan, many opportunities for profit and glory, and the exceedingly useful esoteric bonus of becoming immune to the terrible paranoia that aether-gold can cause when exposed to the skin... well, you can see their point, right? That said, Kharadron hold neither prejudice against nor inherent respect for their Soulbound; they might ask if the Rite of Binding was worth it, but in general, a Kharadron Soulbound has to earn respect through their deeds, just like any normal Kharadron. Indeed, it may be deemed that Soulbound Kharadron should be held to even higher standards than normal for their opportunity and risk is greater than others. The ''Champions of Order'' introduces the following Great Ports for your character to hail from: *'''Barak-Nar:''' Because of course, they are the largest port. They were the first to welcome Soul-Binding, as they saw potential profits in allying with the other forces of order and some just join to escape the crushing bureaucracy of Kharadron society. Heroes from Barak-Nar are more skilled at conversing with large crowds and subordinates (Doubling the number of die rolled for Guile or Intimidate checks) as well as adding the Stirring Voice talent to all archetypes. *'''Barak-Zilfin:''' As the most daring adventurers, they easily welcome the lures given to being Soulbound. This allows them to journey to territories that reach the edges of Sigmar's territory. Heroes from Barak-Zilfin can always add an aether-endrin (essentially a jetpack) to their rigs and gives makes it faster. They also add an additional d6 to any Awareness and Survival checks when exploring a new area. *'''Barak-Zon:''' Being highly militant, most members of this port only join the Soul-bind if their goals would align with their ambitions. Often, these ambitions involve prestige, revenge, or just being able to wage war without worrying about any code holding them back. Some even join because it frees them from the complicated webs that profit-making requires. Heroes from Barak-Zon improve their melee and accuracy scores when fighting an elite enemy. *'''Barak-Urbaz:''' While being natural-born marketers, they are also known for being conniving extortionists. It's not unheard of to hear of duardin from this port haggling and rewriting parts of the Code to better benefit them or to shaft some profit from an unsuspecting client. Often, they either join the Soulbound to improve their reputation or to gather knowledge without having to deal with the conniving and backstabbing of their old lives. Heroes from Barak-Urbaz are able to run businesses to get higher profits, while being able to run other enterprises (such as shopping or endrineering) at lower costs. *'''Barak-Mhornar:''' This port is often seen as a seedy den of villainy, run by criminals and brigands. Indeed, the fact that they have left the realm of metal for parts unknown does not help them, nor does their predilection for underhanded tactics like illusions and psychological warfare. Many join the Soulbound mostly so they can further the port's agenda or to gather unique relics for safe keeping. Heroes from Barak-Mhornar gain additional die on their first attack in the first round equal to their training in the Guile skill (and double it if it's a surprise attack). They also add the Criminal talent to all archetypes. *'''Barak-Thryng:''' The most staunch traditionalists reside in this port. They will boldly refuse any innovations or amendments to the Code on principle and gripe about how the good-old days were better (read: they're boomers). The chief reason members of this point join the Soul-binding is to right some grudge. Heroes from this port all own a chronicle of grudges (or rather, maybe a Book?) that they write down the names of all those who have wronged them in some way. They gain a boost in melee and accuracy when fighting these grudge-foes, but suffer a penalty for any social checks against these foes. In the corebook, Kharadron have access to three Archetypes; '''Aether-Khemist''' (implied to be the most common of the Kharadron Soulbound, because, seriously, that immunity to aether-gold madness comes in super-fucking-handy in their line of work), '''Endrinmaster''' and '''Skyrigger'''. The ''Champions of Order'' supplement includes the '''Aetheric Navigator''' as a new archetype while the '''Trouble Brewing''' module introduced the '''Brewmaster'''.
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