WARRIOR
Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, Warriors are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, warriors are unparalleled champions, and woe to those who dare stand against them.
Role: Warriors excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match warriors for sheer battle prowess.
Theme: Gladiator, Tilian Legionari, Zurumbe Warrior, Ostland Reiver, Neustrian Knight, Rividian Crusader, Samurai, Wastes Guardian, Blade Master, Tilian Outlaw, Dao Ronin, Man at Arms, Mercenary, Road Warden, Law Keeper, Tilian Marine, Rividian Hoplite to name but a few…
Aligment: any
Attribute Modifier
+1 Body
+1 Prowess
Health: Body X4
Power: Body X1
Armour Proficiency: Any
Starting Equipment: Plate Cuirass, a 2 handed weapon or hand weapon and Large Round shield or Heater shield, a crossbow or recurve bow and a dagger.
Skill Priority
Primary: Combat
Secondary: Basic
Tertiary: Advanced
Basic Skills
Athletics +15%
Concentration +15%
Endurance +15%
Evade +15%
First Aid +5%
Perception +10%
Persuasion +5%
Scavenging +5%
Choose 1 at +5%
Combat Skills
Choose 3 at +20%
Advanced Skills
Choose 1 at +20%
Choose 4 at +10%
Craft
Etiquette
Expert
Gambling
Interrogation
Knowledge
Navigation
Outdoor
Riding
Stealth
Warrior Talents
Armour Training
Casting Time 0, Power 0
Skilled in the wearing of armour the Warrior halves any penalties the armour has.
Bulwark
Casting Time 1, Power 1, Concentration 50%+
Before entering combat a Warrior can gird his loins and prepare for the battle that is coming he gains a temporary Health bonus equal to his Body modifier x 3 and deducts any damage from this first before health. For example a Warrior with a Body of 16(4) adds 12 temporary Health.
Catch a Breath
Casting Time 1, Power 2, Endurance 50%+
Taking no other action for a round the Warrior can “Catch a Breath” this restores 3D6 health.
Mighty Blow
Casting Time 1, Power 1 per D6 added, Body 15+
A hero can empower a single attack and inflict more damage; they add an extra D6 per Body modifier score halved rounded down to their weapons damage. For example a Warrior with a Body of 16(4) can add +2D6 to the damage of their hit, so with a Broadsword would cause 4D6+8+2D6 damage with a successful hit.
Sure Strike
Casting Time 1, Power 1 per +1, Prowess 12+
A hero can improve their chance to hit by +5% up to a max of their relevant attribute modifier per attack. For example a Warrior with a Body of 16(4) can add up to a +20% to hit.
Taunt
Casting Time 1, Power 1
A Warrior can chose to make a bonus “free” action and make an opposed Persuasion vs Concentration test to force an enemy to become so enraged that they will only attack the Warrior and leave their current target alone on their next action.
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