Warrior: Difference between revisions
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{{Warrior Skills}} |
{{Warrior Skills}} |
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==Warrior Study Paths== |
== Warrior Study Paths == |
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| ⚫ | 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. |
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| ⚫ | 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. |
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| ⚫ | Similar to |
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| ⚫ | 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 |
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Study paths include the following: |
Study paths include the following: |
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=== Berserker Path === |
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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. |
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Includes research building on the [[Greater Body Development]], [[Heroic Charge]] and [[ |
Includes research building on the [[Greater Body Development]], [[Heroic Charge]] and [[Berserker]] skills. |
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| ⚫ | 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 |
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| ⚫ | The shield is, for many, a greater tool than any weapon. Beyond the [[ |
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=== Breaker Path === |
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| ⚫ | 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. |
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| ⚫ | The elegant duellist can further develop their command of the |
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| ⚫ | 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. |
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Includes research building on the [[Armour Proficiency]], [[ |
Includes research building on the [[Armour Proficiency]], [[Carry Others]], [[Defender]] and [[Stalwart]] skills. |
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=== Duellist Path === |
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| ⚫ | 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. |
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| ⚫ | Generals and warleaders make battle with their minds |
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| ⚫ | 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. |
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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 |
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. |
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Includes research building on the [[Armoured Caster]], [[Armour Proficiency]] and [[ |
Includes research building on the [[Armoured Caster]], [[Arcane Champion]], [[Armour Proficiency]] and [[Through Defence]] skills. |
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==Example Warrior Characters== |
==Example Warrior Characters== |
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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.