Warriors

Warriors

Warriors consist of wandering knights, rank-and-file soldiers, mercenaries, bandit thugs, gladiators, and all manners of fist-fighters, swordsmen, guards, and physically minded adventurers. Warriors are skilled with swords, boards, axes, maces, spears, and all manner of armors. Warriors can be good, bad, or any matter of faith. Warriors can be dumb as nails thugs or graduates of the Guard Academy or any number of Fighting College or Dojo. Warriors rely primarily on their Strength, Agility, and Endurance.

The three starting Warriors presented below are the Soldier, the Squire, and the Fighter. Soldiers are skilled in the defense of themselves and lopping up enemies, Squires are bound by duty to a patron and are devotees to a cause or purpose, while Fighters fight for the sheer glory of combat and use goading and boasts to intimidate their enemies. Each may advance and find themselves on far different roads than where they started, but all are skilled combatants.

Health Die: 1d10 per Rank.
Starting Cash: 1d10 ( + SB + MS or RS) Silver Coins.
Special Ability: Favorite Weapon – Always Gain a +1 to Hit when using a Weapon from a specific Weapon Group (Chosen at Character Creation).

Warrior job

Soldier

A Fighter is a man or woman who fights for glory, honor, and personal gain. The Fighter is all about fighting. And winning.

Name Cost Type Prerequisites
Acrobatics 100 Skill
Climb 100 Skill
Dodge 100 Skill
Intimidate 100 Skill
Perception 100 Skill
Bravery 100 Talent
Knockback 100 Talent
Mighty Swing 100 Talent
Powerful Blow 100 Talent
Brawler 100 Talent

Starting Equipment: Leather Gauntlets, Rough Iron Chainshirt, Two Weapons from the Warrior’s Favored Weapon Group (1st and 2nd Most Common Varieties), and 1d3 trophies taken from enemies.

Soldier1


A Soldier fights for his masters, his homeland, and usually for pay. Soldiers are balanced Warriors who focus on Ranged, Melee, and Defensive combat..

Name Cost Type Prerequisites
Climb 100 Skill
Construction 100 Skill
Dodge 100 Skill
Perception 100 Skill
Sneak 100 Skill
Bravery 100 Talent
Weapon Training 100 Talent Cannot be used for same group as Favorite Weapon
Quick Reflexes 100 Talent
Be Bold 100 Talent
Duck and Cover 100 Talent

Starting Equipment: Uniform (Generally Splintmail under a Leather Coat), Buckler, a weapon from the Warrior’s Favorite Weapon Group (Most Common Variety), and either a Melee or Ranged Weapon (opposite of the Warrior’s Favorite Weapon).

Squire


A Squire is a young and prospective Knight, trained in the use of a shield and a stout defender of whatever he believes in.

Name Cost Type Prerequisites
Climb 100 Skill
Charm 100 Skill
Dodge 100 Skill
First Aid 100 Skill
Perception 100 Skill
Bravery 100 Talent
Godly Guts 100 Talent
Iron Will 100 Talent
Keep Calm 100 Talent
Shieldbarer 100 Talent

Starting Equipment: Iron Gauntlets, Iron Chestplate, Chain Coif, Big Shield (Shield if Goblin or Corg), and a weapon from the Warrior’s Favorite Weapon Group (Most Common Variety).

Defender

A proven guardian of the realm, the Defender is seen as someone who can inspire the best in people. He may attract the backing of guilds who want to help his cause.

Entrances: Soldier, Squire.

Name Cost Type Prerequisites
Dodge +5 150 Skill Dodge
First Aid +5 150 Skill First Aid
Perception +5 150 Skill Perception
Be Bold 100 Talent
Be Brave 150 Talent Be Bold
Hold the Line 100 Talent
Inspire Valor 100 Talent
Powerful Blow 100 Talent
Patron (Guild) 150 Patron

Champion

The Champion has a bit of a reputation and is highly skilled in comparison to what he once was. Other Fights and Soldiers would see him as an exemplar.

Entrances: Fighter, Soldier.

Name Cost Type Prerequisites
Dodge +5 150 Skill Dodge
Intimidate +5 150 Skill Intimidate
Perception +5 150 Skill Perception
Battlecry 100 Talent
Be Bold 100 Talent
Be Brave 150 Talent Be Bold
Glorious 100 Talent
Weapon Training 100 Talent
Weapon Familiarity 150 Talent Weapon Training
Patron (Guild) 150 Patron

Warriors

Noblebright TheCommander