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{{Warrior Skills}}
{{Warrior Skills}}


==Warrior Study Paths==
== 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.
Similar to [[Scout|scouts]], the six warrior '''[[Research#Study Paths|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 brutes 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:
Study paths include the following:


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

====Brute 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 ''[[Calls#Strength|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. Brutes can become every larger and tougher, with skin that can turn aside even the sharpest blades.

Includes research building on the [[Carry Others]], [[Greater Body Development]], [[Strikedown Blow]] and [[Strong Blow]] skills.

====Defender 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. Armour can be toughened to protect against any attack.


=== Breaker Path ===
Includes research building on the [[Armour Proficiency]], [[Carry Others]], [[Defend Others]] and [[Sturdy Shield]] skills.
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.
====Duellist Path====


=== 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. [[Dirty Fighting]] techniques can confuse, distract and paralyse opponents.
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]], [[Dirty Fighting]] and [[Disarming]] skills.
Includes research building on the [[Armour Proficiency]], [[Carry Others]], [[Defender]] and [[Stalwart]] skills.


====Leader Path====
=== 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.
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.


=== Leader Path ===
Includes research building on the [[Battlefield Insight]], [[Inspiration]] and [[Sturdy Shield]] skills.
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====


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


==Example Warrior Characters==
==Example Warrior Characters==

Revision as of 20:38, 30 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.

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:

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

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.

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

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.