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[Reign-DSA Crossover] Diskussion und Übersicht

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KlickKlack:
Dann gilt auch Dir meine Bitte. Bisher habe ich nur Lebenspfade für DSA Regeln erstellt (orientiert an diesem Französichem durch einen Comic dessen Name mir grade nicht einfällt inspiriertem Rollenspiel)

Joerg.D:
Ork2x1 Gebrantmarkt: +1 KÖRPER, +1 Expert _______, +2 Vitalität, +2 Empathie (+ Nachteil)
3x1 Pferdlos: +2 Rennen, +2 Lügen, +1 Heimlichkeit
4x1 Rebell: +2 Heimlichkeit, +1 Lügen, +2 Kampf
5x1 Des eigenen Schicksals Schmied: +1 Reichtum, +2 Überlieferungen, +2 Expert _______


2x2 Sklave: +1 WAHRNEHMUNG, +2 Flehen, +1 Vitalität, +1 Untersuchen, +1 Ausdauer
3x2 Sich durchgeboxt: +2 Expert _________, +2 Ausdauer, Hard Headed
4x2 Alle Härten ertragen: Leather Hard
5x2 Freigekämpft. +3 Kampf +1 Ausdauer, +1 Vitalität


2x3 Wächter: +1 KÖRPER, +1 Kampf, +3 Parieren, +1 Einschüchtern
3x3 Leibwächter: +2 Heilen, +1 Sehen, +1 Schwert, First level of a Parieren path
4x3 Persönlicher Beschützer: +1 Schwert, +1 Expert: Throw, +1 Athletik, Second level of Parieren path
5x3 Verteidigungsspezialist: Upgrade a Parieren die to an ED, +1 Schwert, +2 Expert: Throw, +1 Athletik


2x4 Kann sich versorgen: +1 GESCHICKLICHKEIT, +1 Heimlichkeit, +1 Kampf, +1 Orientierung, +2 Untersuchen
3x4 Geht regelmässig jagen: +1 Heimlichkeit, +1 Rennen, +1 Reiten, +1 Bow, +1 Orientierung
4x4 Jäger: +2 Student: Wilderness, +1 Orientierung, Upgrade Heimlichkeit die to Expert
5x4 Meisterjäger: Upgrade Heimlichkeit ED to Master


2x5 Hat ein Pferd: + 3 Reiten, +2 Expert: Animal Trainer, +5 Tier
3x5 Berittener Kämpfer: +2 Parieren, +2 Kampf, First level of a Mounted Combat path
4x5 Berittener Späher: +1 WAHRNEHMUNG
5x5 Elitereiter: Second and third level of Mounted Combat path


2x6 Stallarbeiter: +1 GESCHICKLICHKEIT, +3 Expert: Animal Trainer, +1 Reiten, +1 Tier
3x6 Bote: +1 Tier, First level of a Ausweichen technique, +2 Hören, +1 Reiten
4x6 Karawanenführer: +4 Besitz, +2 Tier, +1 Reiten
5x6 Rittmeister: +1 Ausweichen, +1 Sprache, +1 Tier, +ED Reiten


2x7 Schläger: +1 KÖRPER, +2 Kampf, +1 Parieren, +2 Zauberabwehr
3x7 Vollstrecker: +1 Kampf, +1 Ausweichen, +2 Einschüchtern, +1 Athletik
4x7 Söldner: +1 WAHRNEHMUNG
5x7 Zäher Veteran: +ED Kampf, +2 Vitalität, +1 Taktik


2x8 Wissenssammler: +1 WISSEN, +3 Überlieferungen, +2 Spraches
3x8 Assistent in der Ausbildung: +2 Faszinieren, +1 Überlieferungen, +2 Feilschen
4x8 Assistent des Schamanen: +2 Anhänger, +1 Überlieferungen, +1 Feilschen, +1 Student:_______
5x8 Schamane: +1 Heilen, +1 Status, +1 Expert:_______, +1 Zaubern, +1 Zaubers


2x9 Fahrender Händler: +1 AUSSTRAHLUNG, +3 Feilschen, +1 Reichtum, +1 Empathie
3x9 Karawanenhändler: +1 Reichtum, +1 Besitz, +ED Feilschen, +1 Einschüchtern
4x9 Karavanenbesitzer: +1 Reichtum, +1 Anhänger, +1 Besitz, +1 Umgangsformen, +1 Begeistern
5x9 Unternehmer: +1 Status, +1 Anhänger, +1 Besitz, +1 Sprache, +1 Empathie


2x10 Wichtiger Klan: First Two Levels of a Martial Path, +2 Waffe , +1 Einschüchtern, +1 Empathie, +ED Begeistern, +1 Strategie
3x10 Klanoberer: +2 Waffe, +1 Begeistern, +1 Status, +1 Empathie
4x10 Im Rat der Klans: +1 Anhänger, +1 Status, +1 Begeistern, +2 Strategie
5x10 Klanführer: Upgrade Begeistern ED to MD


DragoLuft anhalten/Schwimmen, Schwanz
2x1 Gewalttätig: +1 KÖRPER, +2 Kampf, +1 Vitalität, +1 Rennen, +1 Flehen
3x1 Sklavengruben-Schläger: +2 +ED Einschüchtern, +1 Sehen
4x1 Sklavenhändler: +2 Feilschen, +1 Heilen, +1 Heimlichkeit, +1 Kampf
5x1 Sklavenmeister: +1 Zauberabwehr, +1 Sechster Sinn, ED Feilschen, Student: Bookkeeping


2x2 Fürsorglich: +1 WAHRNEHMUNG, +1 Vitalität, +2 Empathie, +1 Faszinieren +1 Überlieferungen,
3x2 Aufzieher: +1 Heilen, +1 Student: Education, +1 Aufführen, +1 Faszinieren, +1 Überlieferungen
4x2 Brüter: +1 Aufführen, +2 Heilen, +2 Student: Heredity
5x2 Zuchtexperte: ED Empathie, +1 Begeistern, +1 Status, +1 Umgangsformen


2x3 Segler: +1 KÖRPER, +ED Expert Sailor, +1 Klettern, +1 Athletik, +1 Aufführen (Devil’s Comb)
3x3 Schmuggler: +2 Heimlichkeit, +1 Flehen, +1 Scherzen, +1 Lügen
4x3 Händler: +3 Besitz (Small Boat), +2 Anhänger (5 Threat 3 Sailors)
5x3 Kaufmann: +2 Besitz (Upgrade Boat), +1 Anhänger (Sailors), +1 Orientierung, +1 Reichtum


2x4 Standhändler: +1 AUSSTRAHLUNG, +3 Feilschen, +2 Empathie
3x4 Trödler: +1 Reichtum, +1 Umgangsformen +1 Sprache, +1 Lügen, +1 Flehen
4x4 Kaufmann: +1 Reichtum, +1 Lügen, +1 Sprache, +1 Feilschen, +1 Faszinieren
5x4 Geldverleiher: +1 Reichtum, +2 Status, +1 Faszinieren, +1 Feilschen


2x5 Schiffsoffizier: +1 AUSSTRAHLUNG, +1Expert Sailor, +1 Sehen, +2 Orientierung,+1 Sprache
3x5 Steuermann: +1 Ausdauer, +1 Expert Sailor, +1+ED Orientierung
4x5 Erster Maat: +5 Einschüchtern
5x5 Kapitän: +3 Begeistern, +ED Taktik


2x6 Seebär: +1 KÖRPER, +1 Expert Sailor, +2 Kampf, +1 Parieren, +1 Klettern
3x6 Takelagenaffe: +1 Expert Sailor, +ED Kampf, +1 Parieren, +1 Ausdauer
4x6 Pirat: Upgrade Kampf ED to MD
5x6 Fischbruder: +ED Parieren, +ED Klettern, Thick Headed


2x9 Schwertköder: +1 GESCHICKLICHKEIT, +2 Taktik, +1 Ausweichen, +1 Schwert
3x9 Soldat: +ED Ausweichen, +2 Vitalität, First level of a Ausweichen path
4x9 Veteran: +ED Schwert, First two levels of a Schwert path
5x9 Sargeant: +1+ED Taktik, +1 Begeistern, First level of a Taktik path


2x8 Tempelbewohner: +1 WISSEN, +1 Vitalität, +1 Sechster Sinn, +1 Zauberabwehr, +1 Überlieferungen, +1 Begeistern
3x8 Glaubesgelehrter: +ED Überlieferungen, +ED Zauberabwehr, +1 Sechster Sinn
4x8 Drachenpriester: +1 Anhänger, +2 Student of Religion, +1 Sprache, +1 Status
5x8 Drachendiener: +1 Zauberabwehr, +1 Überlieferungen, +1 Sechster Sinn, +2 Empathie


2x9 Dilettant der Elemente: +1 WISSEN, +1 Umgangsformen, +2 Zaubern, +1 Sechster Sinn, +1 Zaubers
3x9 Student der Elemente: +ED Zaubern, +1 Zauberabwehr, +2 Zaubers
4x9 Elementarist: Upgrade Zaubern ED to MD
5x9 Meister der Elemente: +1 Sechster Sinn, +1 Zauberabwehr, +3 Zaubers


2x10 Geborener Anführer: +1 CHARME, +3 Taktik, +2 Anhänger
3x10 Erfolgreicher Anführer: +ED Taktik, First level of a Taktik path, +1 Anhänger, +1 Reichtum
4x10 Erfolgreiche Familie: +1 Umgangsformen, +1 Faszinieren, +1 Einschüchtern, +1 Anhänger, +1 Reichtum
5x10 Familienoberhaupt: Second level of Taktik path, +1 Item, +1 Anhänger, +1 Reichtum

Ich dachte mir zwei der selber erstelleten Pfade von Urizen sind da ganz cool als Beispiel.

KlickKlack:
ok, danke

Joerg.D:
Hier wäre eine der Unter Charts für die Tabellen (in Englisch)

1 Trained Athlete. Many English authorities have
an almost cultish devotion to physical excellence, and
it has trickled down to the commoners. Indeed, the
fi eld of sport is the one place where the two classes
are allowed to compete full-strength, as absolute
equals. It is one of the few places a peasant can earn
a lord’s respect. +2 Athletics, First two levels of
an Athletics path

2 Legacy. Gentry of the fi ve families disdain personal
wealth, but very few of them set it aside when they
get it. On the other side, peasants value it very
much, and often make profi t off that aforementioned
disdain. +2 Wealth, +3 Possession
3 Horrendous Initiation. There are secretive cults,
criminal gangs, treasonous movements, political
cabals and selective military academies that all
demand proof of dedication. Just what was yours?
+1 COORDINATION

4 Cultured. Perhaps your parents forced you to
practice the nong for hours on end because they
believed it was good for you, or perhaps dance was
your rebellion against their militancy. You could just
as easily be a villager trained to perform, too:
+3 Perform, +2 Languages

5 Center of a Movement. There was a cause, and
you were its leader. What was your cause? Who
followed? Who resisted? Who are your allies and
enemies? Are they secret or is their support overt?:
+3 Followers, +2 Patron

6 Mountain Raised. You’ve spent a lot of time
running up and down hills in the crisp cool air:
+3 Climb, +2 Vigor

7 Sentenced to Hard Labor. What was your crime?
Did you do it, were you framed or were you taking
the fall for someone else? What kind of work did
they make you do? How did people react once you’d
served your sentence and were free?: +1 BODY

8 Sniper. It’s usually the landed
who practice with a rifle , but it’s ordinary
people who use shoting to put fresh meat on the
dinner table. Sometimes, a skilled  sniper
gets inducted into a lord’s private guard:
+2+ED Rifle, First level of a Rifle path

9 Acrimonious Divorce and Family
Feud. Sometimes those dangerous
liaisons go too far and become dangerous
marriages, which lead, in turn, to
dangerous divorces. Or shallow graves, but
that’s not really pertinent. Is it?
+3 Dodge, +2 Fight

10 Saved Lives. Nothing gives confi dence quite like
seizing control during turmoil and making the right
decisions. You trust yourself because you’ve been
proven: +1 COMMAND

KlickKlack:
Das ist beinahe perfekt, jetzt muss ich nur noch wissen, wie oft und in welcher Abfolge muss/darf man würfeln ?
Also z.B.
Geburt (Omen, Umstände, Eltern)
Schicksal während der Kindheit
Jugend
Ausbildung
etc...
Wie geschrieben reizt mich deine Idee, aber ich kenne das Regelwerk nicht.

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