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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.
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.
Warrior skills are grouped into skill paths based on 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===
====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 [[countermagic|counter]] spells in armour.
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 [[countermagic|counter]] spells in armour.
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[[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.
[[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=
==Warrior Skills==


No character may learn more than '''one''' of the skills [[Berserker]], [[Rallying Cry]] and [[Strength (skill)|Strength]].
====Body Development====


{{Warrior Skills}}
{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Greater Body Development]] || 6 || [[Body Development]]
|-
| [[Exceptional Body Development]] || 10 || [[Greater Body Development]]
|-
| [[Strong Blow]] || 6 || [[Body Development]]
|-
| [[Strength (skill)|Strength]] || 12 || [[Greater Body Development]] and [[Strong Blow]]
|-
| [[Carry Others]] || 6 || [[Body Development]]
|-
| [[Disarming]] || 6 || [[Body Development]]
|-
| [[Dirty Fighting]] || 5 || [[Disarming]]
|-
| [[Confusing Blow]] || 6 || [[Disarming]]
|-
| [[Piercing Blow]] || 10 || [[Disarming]]
|}


====Long Weapons====
==Warrior Study Paths==


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.
{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Strikedown Blow]] || 6 || [[Long Weapons]]
|-
| [[Crushing Blow]] || 10 || [[Strikedown Blow]]
|}


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 an [[Armoured Caster]] could learn how to channel magic through their weapons.
====Armour====


Study paths include the following:
{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Medium Armour]] || 2 || [[Light Armour]]
|-
| [[Heavy Armour]] || 2 || [[Medium Armour]]
|-
| [[Armour Proficiency]] || 6 || [[Light Armour]]
|-
| [[Through Defence]] || 6 || [[Armour Proficiency]]
|-
| [[Armoured Caster]] || 8 || [[Light Armour]] and any spellcasting skill
|}


====Defence====
====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.
{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Sturdy Shield]] || 6 || [[Shield]]
|-
| [[Immovable Shield]] || 8 || [[Sturdy Shield]]
|-
| [[Defend Others]] || 6 || [[Sense Magic]]
|}


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


====Brute Path====
{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Immune to Fear]] || 6 || [[Fearlessness]]
|-
| [[Reckless Charge]] || 6 || [[Fearlessness]]
|-
| [[Berserker]] || 12 || [[Fearlessness]]
|-
| [[Immune to Body Effect]] || 6 || [[Iron Body]]
|-
| [[Inspiration]] || 6 || [[Iron Will]]
|-
| [[Rallying Cry]] || 12 || [[Inspiration]]
|-
| [[Immune to Mind Effect]] || 6 || [[Iron Will]]
|-
| [[Resist Exalted Magic]] || 8 || [[Resist Magic]]
|}


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.
====Intuition====


Includes research building on the [[Carry Others]], [[Greater Body Development]], [[Strikedown Blow]] and [[Strong Blow]] skills.
{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Battlefield Insight]] || 5 || [[Intuition]]
|-
| [[Strategic Insight]] || 6 || [[Battlefield Insight]]
|}


====Defender Path====
=Warrior Study Paths=


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.
Like scouts, most warrior 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.


Includes research building on the [[Armour Proficiency]], [[Carry Others]], [[Defend Others]] and [[Sturdy Shield]] skills.
Study paths include the following:


===Strength===
====Duellist 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 confused, distract and paralyse opponents.
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.


Includes research building on the [[Armour Proficiency]], [[Dirty Fighting]] and [[Disarming]] skills.
===Precision===


====Leader 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.


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.
===Destruction===


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


Includes research building on the [[Armoured Caster]], [[Armour Proficiency]] and [[Defend Others]] skills.
===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=
==Example Warrior Characters==


===Berserker===
====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.
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), [[Reckless Charge]] (6), [[Two Weapons]] (3), 1 unspent point
'''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.
'''Description:''' Runes and tattoos around the face and arms; furs and two one-handed axes.


===Duellist===
====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.
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), [[Dirty Fighting]] (5), [[Disarming]] (6), [[Light Armour]] (2), 1 unspent point
'''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.
'''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===
====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.
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 a sword and shield.
'''Description:''' A long scar on the face; rugged, practical clothes with pockets for tools and charms, a prominent holy symbol and two swords.

Latest revision as of 22:50, 14 December 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 are grouped into skill paths based on 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

No character may learn more than one of the skills Berserker, Rallying Cry and Strength.

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
Heroic Charge 6 Fearlessness Twice per day
Berserker* 12 Warrior Archetype and Heroic Charge Once per day
Strikedown Blow 6 Long Weapons Twice per day
Crushing Blow 10 Warrior Archetype and Strikedown Blow Twice per day

Brute

Skill Name Points Cost Prerequisites Use
Carry Others 6 Body Development Twice per day
Greater Body Development 6 Body Development Permanent
Exceptional Body Development 10 Warrior Archetype and Greater Body Development Permanent
Strikedown Blow 6 Long Weapons Twice per day
Crushing Blow 10 Warrior Archetype and Strikedown Blow Twice per day
Strong Blow 6 Body Development Twice per day
Strength* 12 Warrior Archetype, Greater Body Development and Strong Blow Twice per day

Defender

Skill Name Points Cost Prerequisites Use
Armour Proficiency 6 Light Armour At will
Through Defence 6 Warrior Archetype and Armour Proficiency Twice per day
Carry Others 6 Body Development Twice per day
Defend Others 6 Sense Magic Twice per day
Sturdy Shield 6 Shield Twice per day
Immovable Shield 8 Warrior Archetype and Sturdy Shield Twice per day

Duellist

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

Leader

Skill Name Points Cost Prerequisites Use
Battlefield Insight 5 Intuition Twice per day
Strategic Insight 6 Warrior Archetype and Battlefield Insight Twice per day
Inspiration 6 Iron Will Twice per day
Rallying Cry* 12 Warrior Archetype and Inspiration Once per day
Sturdy Shield 6 Shield Twice per day
Immovable Shield 8 Warrior Archetype and Sturdy Shield Twice per day

Magical Warrior

Skill Name Points Cost Prerequisites Use
Armoured Caster 8 Light Armour Twice per day
Armour Proficiency 6 Light Armour At will
Through Defence 6 Warrior Archetype and Armour Proficiency Twice per day
Defend Others 6 Sense Magic Twice per day

Armour

Skill Name Points Cost Prerequisites Use
Medium Armour 2 Light Armour Permanent
Heavy Armour 2 Medium Armour 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

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 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 an Armoured Caster 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 Strikedown Blow 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 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.

Includes research building on the Armour Proficiency, Carry Others, Defend Others and Sturdy Shield skills.

Duellist 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 confused, distract and paralyse opponents.

Includes research building on the Armour Proficiency, Dirty Fighting and Disarming 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 and Sturdy Shield 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 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.

Includes research building on the Armoured Caster, Armour Proficiency and Defend Others 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.