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Warrior<br />
100 points<br />
You’re a full-time man-at-arms. You might be a knight,<br />
mercenary, or volunteer – or perhaps you’re a conscript,<br />
draftee, or levy who never got sent home. Whatever your<br />
situation, you’re in it for the long haul and you’ve gravitated<br />
to the martial arts as a set of tools that can help you survive<br />
on (and off) the battlefield. Unlike most martial artists, you<br />
have a good excuse to be skilled with heavy, military weapons.<br />
Attributes: ST 11 [10]; DX 12 [40]; IQ 10 [0]; HT 11 [10].<br />
Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.;<br />
HP 11 [0]; Will 10 [0]; Per 10 [0]; FP 11 [0]; Basic Speed<br />
6.00 [5]; Basic Move 6 [0].<br />
Advantages: 20 points chosen from among ST +1 or +2 [10<br />
or 20], DX or IQ +1 [20], HT +1 or +2 [10 or 20], HP +1 to<br />
+3 [2/HP], Per +1 to +4 [5/level], FP +1 to +3 [3/FP],<br />
Combat Reflexes [15], Danger Sense [15], Enhanced<br />
Block 1 [5], Enhanced Dodge 1 [15], Enhanced Parry 1 [5<br />
or 10], Fearlessness 1-5 [2/level] or Unfazeable [15], Fit [5]<br />
or Very Fit [15], Hard to Kill 1-5 [2/level], High Pain<br />
Threshold [10], Military Rank 1-4 [5/level]†, Penetrating<br />
Voice [1], Rapid Healing [5] or Very Rapid Healing [15],<br />
Style Familiarity (any) [1/style], Style Perks [1/perk], or<br />
Weapon Bond [1].<br />
Perks: Style Familiarity (own style) [1].<br />
Disadvantages: -25 points chosen from among Code of Honor<br />
(“Stay bought”) [-5], (Soldier’s) [-10], or (Bushido or<br />
Chivalry) [-15], Duty (Unit or force; 12 or less) [-10] or (15<br />
or less) [-15]†, Fanaticism (Unit, force, nation, etc.)<br />
[-15], Greed [-15*], Intolerance (Enemy nation) [-5] or (All<br />
nations but own) [-10], or Sense of Duty (Unit) [-5] or (Own<br />
nation) [-10]. • A further -15 points chosen from among the<br />
above traits or Berserk [-10*], Bloodlust [-10*], Callous [-5],<br />
Chummy [-5] or Gregarious [-10], Overconfidence [-5*],<br />
Stubbornness [-5], or Workaholic [-5].<br />
Primary Skills: Soldier (A) IQ+2 [8]-12, plus 20 points in the<br />
skills and techniques of a combat style (see Chapter 5). •<br />
Spend a further 10 points on your style or on military<br />
weapon skills typical for your TL:<br />
TL0-3: Crossbow, Shield, or Thrown Weapon (Spear), all<br />
DX/E; Axe/Mace, Bow, Broadsword, Polearm,<br />
Shortsword, or Spear, all DX/A; or Sling, DX/H.<br />
TL4-5: Gunner (Cannon) or Guns (Musket, Pistol, or Rifle),<br />
both DX/E; or Broadsword, Polearm, Rapier, Shortsword,<br />
Spear, or Throwing, all DX/A.<br />
TL6-8: Gunner (MG), Guns (GL, LAW, LMG, Rifle, or SMG),<br />
or Liquid Projector (Flamethrower), all DX/E; or Spear or<br />
Throwing, both DX/A.<br />
TL9+: Beam Weapons (Projector or Rifle), Gunner (Cannon<br />
or Beams), or Guns (GL, Gyroc, LAW, or Rifle), all DX/E;<br />
or Force Sword or Throwing, both DX/A.<br />
Secondary Skills: Hiking (A) HT+1 [4]-12 or Riding (any)<br />
(A) DX+1 [4]-13. • Also choose two of Stealth (A) DX+1<br />
[4]-13; Camouflage or First Aid, both (E) IQ+2 [4]-12;<br />
Armoury (any), Forward Observer, Leadership, or<br />
Navigation (Land), all (A) IQ+1 [4]-11; or Observation or<br />
Survival (any), both (A) Per+1 [4]-11.<br />
Background Skills: 4 points chosen from among Gesture or<br />
Savoir-Faire (Military), both IQ/E; Connoisseur (Weapons),<br />
Gambling, or Heraldry, all IQ/A; Expert Skill (Hoplology or<br />
Military Science), Strategy, or Tactics, all IQ/H; Carousing,<br />
HT/E; or Intimidation, Will/A.<br />
* Multiplied for self-control number; see p. B120.<br />
† Duty must accompany Military Rank.<br />
Lenses (Realistic)<br />
Hand-to-Hand Combat Instructor (+25 points): Add Fit [5];<br />
Teaching (A) IQ+2 [8]-12; and an extra 12 points of style<br />
skills and techniques. Add the NCO template to get a drill<br />
sergeant.<br />
Knight or Samurai (+25 points): Add Status 2 [5] and Wealth<br />
(Wealthy) [20]; Status includes +1 from Wealth. • Replace<br />
Soldier with Leadership (A) IQ+2 [8]-12. • Add Lance and<br />
Two-Handed Sword, both DX/A, to primary weapon skill<br />
lists. • Riding is mandatory. • Add Savoir-Faire (High<br />
Society), IQ/E, to background options.<br />
NCO (+35 points): Add IQ +1 [20]; Military Rank 1 [5];<br />
Leadership (A) IQ+1 [4]-12; Tactics (H) IQ-1 [2]-10; and an<br />
extra 4 points in primary, secondary, or background skills.<br />
Maximum Military Rank is 4.<br />
Officer (+50 points): Add IQ +1 [20]; Military Rank 3 [15];<br />
Leadership (A) IQ+1 [4]-12; Savoir-Faire (Military) (E)<br />
IQ+1 [2]-12; Tactics (H) IQ [4]-11; and 5 more points in primary,<br />
secondary, or background skills. This is a veteran,<br />
not a green lieutenant!<br />
Lenses (Cinematic)<br />
Cinematic (+100 points): Add 80 points chosen from among<br />
Blunt Claws [3], Damage Resistance 1-2 (Partial, Hands,<br />
-40%; Tough Skin, -40%) [1-2], Enhanced Block 1-3<br />
[5/level], Enhanced Dodge 1-3 [15/level], Enhanced Parry<br />
1-3 [5 or 10/level], Enhanced Time Sense [45], Extra<br />
Attack 1 or 2 (Multi-Strike, +20%) [30 or 60], Forceful Chi<br />
1-4 [15/level], Heroic Archer [20], Innate Attack [Varies],<br />
Resistant to Chi Abilities (+3) [10], Striker (Crushing) [5],<br />
Trained by a Master [30], or Weapon Master [20-45].<br />
You must take either Trained by a Master or Weapon<br />
Master! • Add 20 points in your style’s cinematic skills<br />
(and prerequisites).<br />
Tough Guy (+100 points): You’re the soldier from the movies,<br />
shrugging off arrows or bullets as you wade into the enemy<br />
with a massive two-handed weapon . . . or a hefty machine<br />
gun. See Contender (p. 32) for statistics.<br />
Customization Notes<br />
Styles: An historical warrior could have any style known in<br />
his time and place. Armed styles meant for battlefield use –<br />
Armatura (p. 150), Hoplomachia (pp. 161-162), Kenjutsu<br />
(pp. 173-175), Kyujutsu (p. 179-180), Naginatajutsu (p. 186),<br />
Sojutsu (pp. 197-198), Spear Fighting (pp. 196-197), Swordand-Shield<br />
Fighting (pp. 199-200), etc. – make the most sense.<br />
For a mounted warrior, add Bajutsu (p. 151), Furusiyya<br />
(pp. 159-161), and Knightly Mounted Combat (p. 175-177) to<br />
this list. A smart soldier will supplement his training with an<br />
unarmed style – perhaps Aikijutsu (p. 149) or Combat<br />
Wrestling (pp. 204-205). Modern troops learn Military Handto-Hand<br />
(pp. 182-185).<br />
Style Lenses: A genuine battlefield style requires no lens.<br />
Other styles should have “Military” if taught formally, “Street”<br />
if picked up in pubs and ports.<br />
CHARACTERS 41