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Warrior: Difference between revisions

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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.
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:''' [[Armour Proficiency]] (6), [[Iron Will]] (3), [[Light Armour]] (2), [[Spiritual Spellcasting]] (6), [[Two Weapons]] (3)
'''Skills:''' [[Iron Will]] (6), [[Light Armour]] (2), [[Spiritual Spellcasting]] (6), [[Two Weapons]] (3). 3 unspent points


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

Revision as of 14:49, 22 September 2024

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.

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.

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.

Warrior Skills

Berserker

Skill Name Points Cost Prerequisites Use
Heroic Charge 6 Fearlessness Twice per day
Berserker* 12 Warrior Archetype and Heroic Charge Once per day

Defence

Skill Name Points Cost Prerequisites Use
Sturdy Shield 6 Shield Twice per day
Immovable Shield 8 Warrior Archetype and Sturdy Shield Twice per day
Defend Others 6 Sense Magic Twice per day

Destruction

Skill Name Points Cost Prerequisites Use
Strikedown Blow 6 Long Weapons Twice per day
Crushing Blow 10 Warrior Archetype and Strikedown Blow Twice per day

Leadership

Skill Name Points Cost Prerequisites Use
Inspiration 6 Iron Will Twice per day
Rallying Cry* 12 Warrior Archetype and Inspiration Once per day
Battlefield Insight 5 Intuition Twice per day
Strategic Insight 6 Warrior Archetype and Battlefield Insight Twice per day

Magical Warrior

Skill Name Points Cost Prerequisites Use
Armoured Caster 8 Light Armour Twice per day

Precision

Skill Name Points Cost Prerequisites Use
Dirty Fighting 5 Scoundrel Twice per day
Disarming 6 None Twice per day
Confusing Blow 6 Warrior Archetype and Disarming Twice per day
Piercing Blow 10 Warrior Archetype and Disarming Twice per day

Strength

Skill Name Points Cost Prerequisites Use
Strong Blow 6 Body Development Twice per day
Strength* 12 Warrior Archetype, Greater Body Development and Strong Blow Twice per day
Carry Others 6 Body Development Twice per day

Armour

Skill Name Points Cost Prerequisites Use
Medium Armour 2 Light Armour Permanent
Heavy Armour 2 Warrior Archetype and Medium Armour Permanent
Armour Proficiency 6 Light Armour At will
Through Defence 6 Warrior Archetype and Armour Proficiency Twice per day

Toughness

Skill Name Points Cost Prerequisites Use
Greater Body Development 6 Body Development Permanent
Exceptional Body Development 10 Warrior Archetype and Greater Body Development Permanent

Resistences

Skill Name Points Cost Prerequisites Use
Immune to Fear 6 Fearlessness Permanent
Immune to [Body Effect] 6 Iron Body Permanent
Resist Exalted Magic 8 Resist Magic Once per day

Note: Any character may have a maximum of 3 immunities in total.

Warrior Study Paths

Like scouts, most warriors 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:

Strength

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.

Precision

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.

Destruction

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.

Defence

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.

Berserk

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.

Leadership

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

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.

Example Warrior Characters

Berserker

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.

Skills: Body Development (6), Fearlessness (4), Heroic Charge (6), Two Weapons (3), 1 unspent point

Description: Runes and tattoos around the face and arms; furs and two one-handed axes.

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.

Skills: Confusing Blow (6), Disarming (6), Light Armour (2), Scoundrel (5), 1 unspent point

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: Iron Will (6), Light Armour (2), Spiritual Spellcasting (6), Two Weapons (3). 3 unspent points

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