For any feedback, typos or broken links on the latest iteration of the rules please use: https://forms.gle/mSs8Xf7bY9j86zsj6

Warrior: Difference between revisions

From Curious Pastimes Wiki
No edit summary
 
(30 intermediate revisions by 4 users not shown)
Line 1: Line 1:
==Warrior==

Whether a hulking brute or an artful fencer, a raging berserker or a keen strategist, a warrior is first and foremost someone who gives battle. Some fight alone and some lead others; some rely on skill and some on power, but all devote their lives to warfare.
Whether a hulking brute or an artful fencer, a raging berserker or a keen strategist, a warrior is first and foremost someone who gives battle. Some fight alone and some lead others; some rely on skill and some on power, but all devote their lives to warfare.


Warrior skills aren’t neatly grouped in skill paths like the other archetypes, but more of a selection of skills to suit different fighting styles: use of the call [[Strength]]; attacks to disarm, daze or pierce armour; terrible blows with long weapons; stalwart defence with a shield; berserk rage. Warriors can also build their bodies up to take more punishment and learn to make better use of armour. Generals can make inspiring speeches and learn keen tactical acumen.
Warrior skills are grouped into skill paths based on different fighting styles: powerful attacks with long weapons; stalwart defence with a shield; precise strikes of the duellist; berserk rage; inspiring leadership; or the blend of magic and martial prowess. Warriors can also build their bodies up to take more punishment and learn to make better use of armour.


==Advice for Warrior Characters==
==Advice for Warrior Characters==


No warrior would be without some weapon skills, of course; and it’s advisable to supplement the basic skill with some of the special attacks in the below list, such as [[Disarming]], [[Strikedown Blow]] or [[Strong Blow]]. [[Body Development]] as a minimum is a must, and most warriors will learn at least [[Medium Armour]]. [[Iron Body]], [[Iron Will]] and [[Resist Magic]] offer defence against magical attacks, given warriors are unable to [[counter]] spells in armour.
No warrior would be without some weapon skills, of course; and it's advisable to supplement the basic skill with some of the stamina-based combat techniques in the below list, such as [[Breaker]], [[Defender]] or [[Duellist]]. [[Body Development]] as a minimum is a must — it also grants stamina points — and most warriors will learn at least [[Medium Armour]]. [[Iron Body]], [[Iron Will]] and [[Resist Magic]] offer defence against magical attacks, given warriors are unable to counter spells in armour.


[[Blacksmith]] will give a warrior a keen eye for the quality of their weapons and armour – and the skills to repair them after the battle. Warrior-mages might combine spellcasting skill (with the [[Armoured Caster]] skill) with more martial training.
[[Blacksmith]] will give a warrior a keen eye for the quality of their weapons and armour – and the skills to repair them after the battle. Warrior-mages might combine spellcasting skill (with the [[Armoured Caster]] skill) with more martial training, potentially pursuing the [[Arcane Champion]] pinnacle.
== Stamina ==
Most warrior skills draw on a pool of [[Stamina|stamina]] representing reserves of willpower, determination and focus.


Certain general and archetype skills grant stamina points — 5 per day per skill:
==Warrior Skills==
* '''No primary archetype:''' 15 stamina cap (can benefit from up to 3 skills)
* '''Warrior archetype:''' 30 stamina cap (can benefit from up to 5 skills)


[[File:Warrior Skill Tree.png|border]]


Once a character has purchased a skill that grants stamina, they can purchase [[Extra Stamina]] to increase their stamina up to their archetype cap.
'''Body Development'''


Characters should have a visible means of tracking their stamina points and keep it on their person at all times.
{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Greater Body Development]] || 6 || [[Body Development]]
|-
| [[Exceptional Body Development]] || 10 || [[Greater Body Development]]
|-
| [[Strong Blow]] || 6 || [[Body Development]]
|-
| [[Strength]] || 12 || [[Greater Body Development]] and [[Strong Blow]]
|-
| [[Carry Others]] || 6 || [[Body Development]]
|-
| [[Disarming]] || 6 || [[Body Development]]
|-
| [[Dirty Fighting]] || 5 || [[Disarming]]
|-
| [[Confusing Blow]] || 6 || [[Disarming]]
|-
| [[Piercing Blow]] || 10 || [[Disarming]]
|}


See [[Stamina]] for full details, including which skills grant stamina points.
==Warrior Skills==


A character may only have one Pinnacle skill (marked with a * below).
'''Long Weapons'''


{{Warrior Skills}}
{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Strikedown Blow]] || 6 || [[Long Weapons]]
|-
| [[Crushing Blow]] || 10 || [[Strikedown Blow]]
|}


== Warrior Study Paths ==
Similar to scouts, the six warrior study paths are defined more by a warrior's fighting style than their individual skills. As such, there is some overlap between paths (e.g. both berserkers and breakers are trained in inflicting terrible blows). When a warrior completes a research project that could come under multiple paths, they should discuss with the research referee which path they are advancing.


Warrior study largely involves improving existing skills (using them more often, overcoming limitations, extending durations etc.) rather than devising new abilities. There are exceptions: a Berserker may learn to call Strength while in the grip of their frenzy, for instance, or a Magical Warrior could learn how to channel magic through their weapons.
'''Light Armour'''

{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Medium Armour]] || 2 || [[Light Armour]]
|-
| [[Heavy Armour]] || 2 || [[Medium Armour]]
|-
| [[Armour Proficiency]] || 6 || [[Light Armour]]
|-
| [[Through Defence]] || 6 || [[Armour Proficiency]]
|-
| [[Armoured Caster]] || 8 || [[Light Armour]] and any spellcasting skill
|}


'''Defence'''

{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Sturdy Shield]] || 6 || [[Shield]]
|-
| [[Immovable Shield]] || 8 || [[Sturdy Shield]]
|-
| [[Defend Others]] || 6 || [[Sense Magic]]
|}


'''Resistencies'''

{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Immune to Fear]] || 6 || [[Fearlessness]]
|-
| [[Reckless Charge]] || 6 || [[Fearlessness]]
|-
| [[Berserker]] || 12 || [[Reckless Charge]]
|-
| [[Immune to Body Effect]] || 6 || [[Iron Body]]
|-
| [[Inspiration]] || 6 || [[Iron Will]]
|-
| [[Rallying Cry]] || 12 || [[Rallying Cry]]
|-
| [[Resist Exalted Magic]] || 8 || [[Resist Magic]]
|}


'''Intuition'''

{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Battlefield Insight]] || 5 || [[Intuition]]
|-
| [[Strategic Insight]] || 6 || [[Battlefield Insight]]
|}

==Warrior Study Paths==

Like scouts, most warrior pursue further training in their archetype skills, learning to use their skills more often or to greater effect, rather than individual research; but innovative and dedicated warriors will find routes for exploring new powers.


Study paths include the following:
Study paths include the following:


=== Berserker Path ===
*Strength
The berserker abandons all self-preservation to terrify and destroy their enemies. With research, they can enter their battle frenzy more often, or for longer, gain great strength or inflict terrible blows in the throes of their rage. They can make their bodies tougher, to stay on their feet longer in their frenzy, or learn to shrug off even magical damage.
*Precision
*Destruction
*Defence
*Berserk
*Leadership
*Magical Warrior


Includes research building on the [[Greater Body Development]], [[Heroic Charge]] and [[Berserker]] skills.
===Strength===


=== Breaker Path ===
Might makes right, they say; or at least it does for those who pursue this path. With training or research, warriors can draw on the Strength call more often or for longer – masters are said to be able to wield it permanently – or add spectacular effects, hurling their opponents around or shaking the ground with their might.
Might makes right, they say; or at least it does for those who pursue this path. With training or research, warriors can draw on the Strength call more often or for longer - masters are said to be able to wield it permanently - or add spectacular effects, hurling their opponents around or shaking the ground with their might. Breakers can become ever larger and tougher, with skin that can turn aside even the sharpest blades.


Includes research building on the [[Carry Others]], [[Greater Body Development]], [[Breaker]] and [[Juggernaut]] skills.
===Precision===


=== Defender Path ===
The elegant duellist can further develop their command of the single blade beyond the [[Disarming]] skill, piercing armour more readily, scratching their opponents’ foreheads to cause them to bleed into their eyes, cutting straps on their opponents’ armour. Some are said to pursue these techniques to a near-mystical degree, piercing even magical defences.
The shield is, for many, a greater tool than any weapon. Beyond the [[Stalwart]] skill, warriors can learn to hold their ground even against magical assault; those trained to redirect spells can learn to extend their defences to those behind or around them. Armour can be toughened to protect against any attack.


Includes research building on the [[Armour Proficiency]], [[Carry Others]], [[Defender]] and [[Stalwart]] skills.
===Destruction===


=== Duellist Path ===
In the hands of a seasoned warrior, greataxes and longspears are things of terror. Beyond [[Strikedown Blow]] and [[Crushing Blow]], devotees of these weapons can research attacks to smite their foes and shatter their bodies, shear through shields and even smash stone walls.
The elegant duellist can further develop their command of the blade, piercing armour more readily, scratching their opponents' foreheads to cause them to bleed into their eyes, cutting straps on their opponents' armour. Some are said to pursue these techniques to a near-mystical degree, piercing even magical defences. Advanced techniques can confuse, distract and wound opponents with precision strikes.


Includes research building on the [[Duellist]] and [[Aficionado]] skills.
===Defence===


=== Leader Path ===
The shield is, for many, a greater tool than any weapon. Beyond the [[Immovable Shield]] skill, warriors can learn to hold their ground even against magical assault; those also trained to Defend Others can learn to extend their defences to those behind or around them.
Generals and warleaders make battle with their minds - and with the inspiration they give those who follow them. Beyond [[Rallying Cry]] is a route to spurring the warrior's soldiers to greater feats; and beyond [[Strategic Insight]] is research into not just anticipating but manipulating the battlefield, plotting the disposition of traps, siege engines and troop movements to decide the outcome before a single soldier has taken the field.


Includes research building on the [[Battlefield Insight]], [[Inspiration]], [[Strategic Insight]] and [[Rallying Cry]] skills.
===Berserk===


=== Magical Warrior Path ===
The berserker abandons all self-preservation to terrify and destroy their enemies. With training, they can enter their battle frenzy more often, or for longer; with research, they can gain great strength or inflict terrible blows in the throes of their rage.
Those who wield both spells and blades walk a line between two worlds. Dipping often into the magician archetype, this warrior improves on the [[Armoured Caster]] skill, casting spells more often or in heavier armour - and the [[Arcane Champion]] opens secrets of channelling magics through their weapons, combining magical damage types with stamina-fuelled strikes.


Includes research building on the [[Armoured Caster]], [[Arcane Champion]], [[Armour Proficiency]] and [[Through Defence]] skills.
===Leadership===


== Example Warrior Characters ==
Generals and Warleaders make battle with their minds – and with the inspiration they give those who follow them. Beyond [[Rallying Cry]] is a route to spurring the warrior’s soldiers to greater feats; and beyond [[Strategic Insight]] is research into not just anticipating but manipulating the battlefield, plotting the disposition of traps, siege engines and troop movements to decide the outcome before a single soldier has taken the field.


===Magical Warrior===
=== Berserker ===
The berserker abandons all self-preservation to terrify and destroy their enemies. With training or research, they can enter their battle frenzy more often, for longer and inflict terrible blows in the throes of their rage. They can make their bodies tougher, stay on their feet longer in their frenzy, or learn to shrug off debilitating damage.


'''Skills:''' [[Body Development]] (6), [[Fearlessness]] (4), [[Heroic Charge]] (6), [[Long Weapons]] (4) - with eventual growth into [[Berserker]] (10)
Those who wield both spells and blades walk a line between two worlds. Dipping often into the magician archetype, this warrior improves on the [[Armoured Caster]] skill, casting spells more often or in heavier armour – and there are more secrets open to them, channelling magics through their hands and blades, finding the weaknesses in magical opponents’ defences and shrugging off the effects of enemy magics.


'''Description:''' Runes and tattoos around the face and arms; furs and large two-handed axe.
==Example Warrior Characters==


=== Brute ===
'''Berserker (Warrior)'''
Might makes right, some say; including many of those who pursue this path. With training or research, warriors can inflict horrific wounds and force the mightiest of foes to their knees. Brutes can become even larger and tougher, with skin that can turn aside even the sharpest blades.


'''Skills:''' [[Body Development]] (6), [[Breaker]] (6), [[Two Weapons]] (3), [[Light Armour]] (2), [[Medium Armour]] (2) and 1 unspent point - eventual growth into [[Juggernaut]] (12)
Born in a harsh, dangerous land, the berserker has dedicated their life to a god of war and fury. Let others pray in the temple or the sacred grove – the berserker makes their worship in battle. Heedless of their own safety, they throw themselves at their enemies without reserve.


'''Description:''' Leather armour with mix-matched leather and scale armour, twin axes that they always have ready to use.
'''Skills:''' [[Body Development]] (6), [[Fearlessness]] (4), [[Reckless Charge]] (6), [[Two Weapons]] (3), 1 unspent point


=== Defender ===
'''Description:''' Runes and tattoos around the face and arms; furs and two one-handed axes.
The shield is, for many, a greater tool than any weapon. With research or training Defenders can become truly implacable warriors standing against any foe and shrugging off damage that would end less experienced mortals.


'''Skills:''' [[Small Shield]] (2), [[Great Shield]] (2), [[Defender]] (6), [[Body Development]] (6), [[Light Armour]] (2) and [[Medium Armour]] (2)


'''Description:''' Chainmail armour with their tabard over the top showing their family crest, metal helm with a longsword and large kite shield.
'''Duellist (Warrior)'''


=== Duellist ===
The child of a wealthy merchant in a major city, the duellist devoted their life to the study of swordplay. They sneer at warriors trudging under layers of armour and bristling with weapons – the beauty and precision of a simple blade is enough for them. Joining the warband to travel the world, they are always seeking an opponent worthy of them.
The duellist, be they elegant, scrappy, swashbuckling or some secret fourth thing, can further develop their command of the style beyond the basics. The personal adaptations and refinements to the skills are as many and varied as the duellists themselves. Some are said to pursue these techniques to a near-mystical degree, piercing even magical defences and hides.


'''Skills:''' [[Confusing Blow]] (6), [[Dirty Fighting]] (5), [[Disarming]] (6), [[Light Armour]] (2), 1 unspent point
'''Skills:''' [[Small Shield]] (2), [[Duellist]] (6), [[Body Development]] (6) and [[Iron Will]] (6)


'''Description:''' Green skin with grey highlights and a single horn; light, fashionable clothes including leather armour and a cape, a single rapier and a dagger.
'''Description:''' Green skin with grey highlights and a single horn; light, fashionable clothes including leather armour and a cape, a single rapier and a dagger.


=== Monster Slayer ===
Driven to revenge for loved ones lost to vampires, the monster slayer is an implacable foe of all undead, training to wield both magic and the blade to defeat their terrible quarry - and honing their mind to throw off the vampires' famed spiritual powers.

'''Skills:''' [[Light Armour]] (2), [[Spiritual Spellcasting]] (6), [[Armoured Caster]] (8), [[Two Weapons]] (3) and 1 unspent point


'''Description:''' A long scar on the face; rugged, practical clothes with pockets for tools and charms, a prominent holy symbol and two swords.
'''Monster Slayer (Warrior)'''


=== Warleader ===
Driven to revenge for loved ones lost to vampires, the monster slayer is an implacable foe of all undead, training to wield both magic and the blade to defeat their terrible quarry – and honing their mind to throw off the vampires’ famed spiritual powers.
Generals and warleaders make battle with their minds - and with the inspiration they give those who follow them. Beyond [[Rallying Cry]] is a route to spurring the warrior's soldiers to greater feats; and beyond [[Strategic Insight]] is research into not just anticipating but manipulating the battlefield, plotting the disposition of traps, siege engines and troop movements to decide the outcome before a single soldier has taken the field.


'''Skills:''' [[Armour Proficiency]] (6), [[Iron Will]] (3), [[Light Armour]] (2), [[Spiritual Spellcasting]] (6), [[Two Weapons]] (3)
'''Skills:''' [[Iron Will]] (6), [[Inspiration]] (6), [[Body Development]] (6) and [[Light Armour]] (2)


'''Description:''' A long scar on the face; rugged, practical clothes with pockets for tools and charms, a prominent holy symbol and a sword and shield.
'''Description:''' Grizzled from the many campaigns they have fought, their grey hair is matted but well kept. Their armour is well kept and a well-used sword is at their side.

Latest revision as of 00:06, 31 March 2026

Whether a hulking brute or an artful fencer, a raging berserker or a keen strategist, a warrior is first and foremost someone who gives battle. Some fight alone and some lead others; some rely on skill and some on power, but all devote their lives to warfare.

Warrior skills are grouped into skill paths based on different fighting styles: powerful attacks with long weapons; stalwart defence with a shield; precise strikes of the duellist; berserk rage; inspiring leadership; or the blend of magic and martial prowess. Warriors can also build their bodies up to take more punishment and learn to make better use of armour.

Advice for Warrior Characters

No warrior would be without some weapon skills, of course; and it's advisable to supplement the basic skill with some of the stamina-based combat techniques in the below list, such as Breaker, Defender or Duellist. Body Development as a minimum is a must — it also grants stamina points — and most warriors will learn at least Medium Armour. Iron Body, Iron Will and Resist Magic offer defence against magical attacks, given warriors are unable to counter spells in armour.

Blacksmith will give a warrior a keen eye for the quality of their weapons and armour – and the skills to repair them after the battle. Warrior-mages might combine spellcasting skill (with the Armoured Caster skill) with more martial training, potentially pursuing the Arcane Champion pinnacle.

Stamina

Most warrior skills draw on a pool of stamina representing reserves of willpower, determination and focus.

Certain general and archetype skills grant stamina points — 5 per day per skill:

  • No primary archetype: 15 stamina cap (can benefit from up to 3 skills)
  • Warrior archetype: 30 stamina cap (can benefit from up to 5 skills)


Once a character has purchased a skill that grants stamina, they can purchase Extra Stamina to increase their stamina up to their archetype cap.

Characters should have a visible means of tracking their stamina points and keep it on their person at all times.

See Stamina for full details, including which skills grant stamina points.

Warrior Skills

A character may only have one Pinnacle skill (marked with a * below).

Berserker

Skill Name Points Cost Prerequisites Use
Greater Body Development 6 Body Development Permanent
Exceptional Body Development 10 Warrior Archetype and Greater Body Development Permanent
Swift Recovery 6 [Warrior Archetype and Greater Body Development Permanent
Heroic Charge 6 Fearlessness Stamina
Berserker* 12 Warrior Archetype and Heroic Charge Stamina

Juggernaut

Skill Name Points Cost Prerequisites Use
Carry Others 6 Body Development Stamina
Restrain Others 8 Warrior Archetype and Carry Others Stamina
Greater Body Development 6 Body Development Permanent
Exceptional Body Development 10 Warrior Archetype and Greater Body Development Permanent
Swift Recovery 6 Warrior Archetype and Greater Body Development Permanent
Breaker 6 Body Development Stamina
Juggernaut* 12 Warrior Archetype, Breaker and Greater Body Development Stamina

Defender

Skill Name Points Cost Prerequisites Use
Armour Proficiency 6 Light Armour Permanent
Through Defence 8 Warrior Archetype and Armour Proficiency Stamina
Carry Others 6 Body Development Stamina
Restrain Others 8 Warrior Archetype and Carry Others Stamina
Defender 6 Small Shield Stamina
Stalwart* 12 Warrior Archetype, Great Shield, Body Development and Defender Stamina

Duellist

Skill Name Points Cost Prerequisites Use
Armour Proficiency 6 Light Armour Permanent
Through Defence 8 Warrior Archetype and Armour Proficiency Stamina
Duellist 6 Small Shield or Two Weapons Stamina
Aficionado* 12 Warrior Archetype and Duellist Stamina

Leader

Skill Name Points Cost Prerequisites Use
Battlefield Insight 6 Intuition Stamina
Strategic Insight 6 Warrior Archetype and Battlefield Insight Stamina
Inspiration 6 Iron Will or Fearlessness Stamina
Rallying Cry* 12 Warrior Archetype and Inspiration Stamina

Magical Warrior

Skill Name Points Cost Prerequisites Use
Armoured Caster 8 Light Armour and any spellcasting skill Stamina
Arcane Champion* 12 Warrior Archetype and Armoured Caster Stamina
Armour Proficiency 6 Light Armour Permanent
Through Defence 8 Warrior Archetype and Armour Proficiency Stamina

Armour

Skill Name Points Cost Prerequisites Use
Medium Armour 2 Light Armour Permanent
Heavy Armour 2 Medium Armour Permanent

Resistances

Skill Name Points Cost Prerequisites Use
Immune to Fear 6 Fearlessness Permanent
Immune to [Body Effect] 6 Iron Body Permanent
Resist Exalted Magic 6 Resist Magic Once per day
Resist Terror 6 Fearlessness and Warrior Archetype Once per day

Warrior Study Paths

Similar to scouts, the six warrior study paths are defined more by a warrior's fighting style than their individual skills. As such, there is some overlap between paths (e.g. both berserkers and breakers are trained in inflicting terrible blows). When a warrior completes a research project that could come under multiple paths, they should discuss with the research referee which path they are advancing.

Warrior study largely involves improving existing skills (using them more often, overcoming limitations, extending durations etc.) rather than devising new abilities. There are exceptions: a Berserker may learn to call Strength while in the grip of their frenzy, for instance, or a Magical Warrior could learn how to channel magic through their weapons.

Study paths include the following:

Berserker Path

The berserker abandons all self-preservation to terrify and destroy their enemies. With research, they can enter their battle frenzy more often, or for longer, gain great strength or inflict terrible blows in the throes of their rage. They can make their bodies tougher, to stay on their feet longer in their frenzy, or learn to shrug off even magical damage.

Includes research building on the Greater Body Development, Heroic Charge and Berserker skills.

Breaker Path

Might makes right, they say; or at least it does for those who pursue this path. With training or research, warriors can draw on the Strength call more often or for longer - masters are said to be able to wield it permanently - or add spectacular effects, hurling their opponents around or shaking the ground with their might. Breakers can become ever larger and tougher, with skin that can turn aside even the sharpest blades.

Includes research building on the Carry Others, Greater Body Development, Breaker and Juggernaut skills.

Defender Path

The shield is, for many, a greater tool than any weapon. Beyond the Stalwart skill, warriors can learn to hold their ground even against magical assault; those trained to redirect spells can learn to extend their defences to those behind or around them. Armour can be toughened to protect against any attack.

Includes research building on the Armour Proficiency, Carry Others, Defender and Stalwart skills.

Duellist Path

The elegant duellist can further develop their command of the blade, piercing armour more readily, scratching their opponents' foreheads to cause them to bleed into their eyes, cutting straps on their opponents' armour. Some are said to pursue these techniques to a near-mystical degree, piercing even magical defences. Advanced techniques can confuse, distract and wound opponents with precision strikes.

Includes research building on the Duellist and Aficionado skills.

Leader Path

Generals and warleaders make battle with their minds - and with the inspiration they give those who follow them. Beyond Rallying Cry is a route to spurring the warrior's soldiers to greater feats; and beyond Strategic Insight is research into not just anticipating but manipulating the battlefield, plotting the disposition of traps, siege engines and troop movements to decide the outcome before a single soldier has taken the field.

Includes research building on the Battlefield Insight, Inspiration, Strategic Insight and Rallying Cry skills.

Magical Warrior Path

Those who wield both spells and blades walk a line between two worlds. Dipping often into the magician archetype, this warrior improves on the Armoured Caster skill, casting spells more often or in heavier armour - and the Arcane Champion opens secrets of channelling magics through their weapons, combining magical damage types with stamina-fuelled strikes.

Includes research building on the Armoured Caster, Arcane Champion, Armour Proficiency and Through Defence skills.

Example Warrior Characters

Berserker

The berserker abandons all self-preservation to terrify and destroy their enemies. With training or research, they can enter their battle frenzy more often, for longer and inflict terrible blows in the throes of their rage. They can make their bodies tougher, stay on their feet longer in their frenzy, or learn to shrug off debilitating damage.

Skills: Body Development (6), Fearlessness (4), Heroic Charge (6), Long Weapons (4) - with eventual growth into Berserker (10)

Description: Runes and tattoos around the face and arms; furs and large two-handed axe.

Brute

Might makes right, some say; including many of those who pursue this path. With training or research, warriors can inflict horrific wounds and force the mightiest of foes to their knees. Brutes can become even larger and tougher, with skin that can turn aside even the sharpest blades.

Skills: Body Development (6), Breaker (6), Two Weapons (3), Light Armour (2), Medium Armour (2) and 1 unspent point - eventual growth into Juggernaut (12)

Description: Leather armour with mix-matched leather and scale armour, twin axes that they always have ready to use.

Defender

The shield is, for many, a greater tool than any weapon. With research or training Defenders can become truly implacable warriors standing against any foe and shrugging off damage that would end less experienced mortals.

Skills: Small Shield (2), Great Shield (2), Defender (6), Body Development (6), Light Armour (2) and Medium Armour (2)

Description: Chainmail armour with their tabard over the top showing their family crest, metal helm with a longsword and large kite shield.

Duellist

The duellist, be they elegant, scrappy, swashbuckling or some secret fourth thing, can further develop their command of the style beyond the basics. The personal adaptations and refinements to the skills are as many and varied as the duellists themselves. Some are said to pursue these techniques to a near-mystical degree, piercing even magical defences and hides.

Skills: Small Shield (2), Duellist (6), Body Development (6) and Iron Will (6)

Description: Green skin with grey highlights and a single horn; light, fashionable clothes including leather armour and a cape, a single rapier and a dagger.

Monster Slayer

Driven to revenge for loved ones lost to vampires, the monster slayer is an implacable foe of all undead, training to wield both magic and the blade to defeat their terrible quarry - and honing their mind to throw off the vampires' famed spiritual powers.

Skills: Light Armour (2), Spiritual Spellcasting (6), Armoured Caster (8), Two Weapons (3) and 1 unspent point

Description: A long scar on the face; rugged, practical clothes with pockets for tools and charms, a prominent holy symbol and two swords.

Warleader

Generals and warleaders make battle with their minds - and with the inspiration they give those who follow them. Beyond Rallying Cry is a route to spurring the warrior's soldiers to greater feats; and beyond Strategic Insight is research into not just anticipating but manipulating the battlefield, plotting the disposition of traps, siege engines and troop movements to decide the outcome before a single soldier has taken the field.

Skills: Iron Will (6), Inspiration (6), Body Development (6) and Light Armour (2)

Description: Grizzled from the many campaigns they have fought, their grey hair is matted but well kept. Their armour is well kept and a well-used sword is at their side.