Turning and turning in the widening gyre
The falcon cannot hear the falconer;
Things fall apart; the centre cannot hold;
One of my players wants to begin with a focus in Falconry. I will try my hand at expanding out the rules for the Amateur status. As an ancient and on-going pastime, there is no shortage of real-world information regarding the training and behavior of these birds.
Bird Companionship is an amateur-status sage ability where the character gains personal satisfaction and increased experienced bonuses from the presence and use of falcons. For any combat where the falconer's bird participates in the fight, the falconer receives an additional 5% experience bonus. If the falcon is killed in combat, this bonus is not awarded.
Rouse to Hunt is an amateur-status sage ability where the character may send the falcon to hunt for game food. Refer to the Hunting sage ability for the time necessary to locate a target. A successful hit which results in a stun or kill will allow the bird to grip the game up to its own bodyweight in its talons and return to the falconer. Heavier prey which is stunned or killed must be killed or retrieved by the falconer.
Train Falcon is an amateur-status sage ability which allows the falconer to educate a young bird so that it will perform as desired. Training a bird is a long and complex process which requires near-constant attention. The process begins with either capture or hatching. A wild hawk under a year of age (a passager) is suitable for training. These can actually be easier to handle than a fletching (called an eyass) obtained either from a hatchery or a wild nest, since an older bird has had time to develop some natural instincts. Falcon training proceeds through three stages: Manning, Behavior, and Hunting. These stages are attained by a series of ability checks (using wisdom, intelligence, or charisma) made by the falconer. One roll may be made per day; the ability stat attempted on a given day cannot be the one used the day before. Each stage requires that a total of 10 successful rolls be made out of a minimum of 15. The last four rolls of the 15-roll sequence must be successes (or the last three rolls in the case of a passager). The falconer receives a +1 bonus to the check for each 20 points possessed in Falconry. Once trained, the bird may be used by the falconer or sold; however, a purchased bird will require 1-2 weeks of acclimation to its new owner before its benefits can be realized.
Manning is the process of acclimating the bird to society and in particular to the falconer.
Behavior trains the bird to respond properly to necessary equipment such as gloves, perches, hoods, and leashes, and to follow simple vocal or visual signals. While falcons cannot be trained to the same degree as dogs, they can nonetheless learn to obey commands such as returning to glove, perching, or hovering.
Hunting trains the bird to attack ground and air prey, and to retrieve prey for the falconer when possible. The falcon will rely on its own instincts and the body language of the falconer when choosing a target while hunting or in combat.
Waken Regard is an amateur-status sage ability which affords the falconer opportunities to meet and conspire with persons of local authority. An authority not more than one rank above the character may extend an invitation to join them on a hunt.
I am not yet satisfied with Waken Regard. Perhaps it may also grant a bonus when making a request of an authority figure. However, it will need to differ at least in degree from Waken Admiration, the Expert-status sage ability.
I'm sure there are other considerations and issues which will arise, but that is part of the iterative process of design.
With Waken regard, consider that the character would be seen hunting with a falcon or hawk, demonstrating skill. This knowledge would get around. With nobles having a great interest in the sport, and very few people with which to talk to about it, the player character may find himself receiving a letter, an invitation to bring his or her bird round to the manor house for "dinner" and an afternoon of hunting. During which time, the character would have the opportunity to ask questions, inquire as to the Noble's plans, make a charisma check to see if the Noble took a liking and perhaps look forward to another invitation. This could create a long running dynamic based on a friendship the player is careful not to exploit overmuch.
ReplyDeleteThank you, Alexis. That's very helpful.
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