Warrior Abilities:     

- The Warrior is a common front line fighter, fearless in persuing victory.

- In wars and large scale battles, the Warrior is among the majority of the force present.

- Warriors have indispensable abilities and strengths, benefitting both self and others in open combat.

- If war breaks out upon the continent, or against an allied nation, a request will be sent foremost to his or her guild for aid.

 

 

Political involvement of the Warrior:
Warriors play a common role in the political affairs of all militaries and kingdoms.

They are in charge of all open defensive and offensives against an invading force.

Warriors are the bulk force of any stronghold and military encampments.

 

 

Prerequisites for this class:

Seeker Abilities: "Armor Proficiency" (all), "Basic Defense / Offense" and "Combat Prowess" and

                             "Weapon Studies" (Sword (any type), Bow (any type), or Crossbow, Dagger).

                            

Trade-Skill:         "Riding" - Normal skill is required.

 

%Roll: Warrior Abilities: 14

01-08:   Adrenaline Surge       (MPC: 2)    Gives you a pool of damage-points to be used before being wounded.

09-13:   Antagony                    (MPC: 20)   Manipulate & Enrage foe, making it reckless in battle.

14-21:   Battle Cry                   (MPC: 14)   Warrior will have a bonus to strike during a battle situation.

22-24:   Battle Fury                 (MPC: 50)   +1 attack per turn for 1 full battle when physically wounded.

25-30:   Berserker's Blade      (MPC: 20)   Permanently endows a single weapon bonus damage and Offense.

31-36:   Carnage                     (MPC: 20)   Warrior will gain bonus damage while using a Soul`Blade, or weapon.

37-42:   Cleave                        (MPC: 16)   A sharp-edged weapon attack that causes x2 damage & stun.

43-49:   Dance of the Blade    (MPC: 10)   Warrior will not have to be proficient in a weapon to use it.

50-59:   Fear Resistance         (MPC: 20)   Warrior will have resistance to fear influences.

60-69:   Focus                          (MPC: 2)     Increases the damage of a weapon the Warrior is fully trained to wield.

70-76:   Half-Moon Crescent  (MPC: 16)   Throw off your foe's defensive roll.

77-84:   Soul`Blade                  (MPC: 2)     Negate the penalty for using an off-hand weapon.

85-92:   Soul`Strike                  (MPC: 2)    Warrior can cause extra damage per weapon strike.

93-00:   Taunt                          (MPC: 6)     Force one or more creatures to attack you.

 

Joken7118 (Go look at what else this fantastic artist has to offer. You are in for a real treat).

 

 

Adrenaline Surge

 

Gives the Warrior a pool of damage-points to be used up before actually being wounded.

Modification-Point Cost (M.P.C.) : 2

Prerequisites --------------------------- : Warrior

Ability-points to invoke:

None. Passive ability.

Area of Effect:

Warrior only.

Avoidance-Roll:

None.

Damage:

None.

Duration:

1 hour (720 turns), or until pool of damage-points are brought down to 0.

Effect Time:

Instant.

Explanation:

This ability will give the Warrior an 5 damage-points at level #0, and an additional, cumulative, +5 damage-points per level advanced thereafter.

 

These points will always be taken down before the warrior is actually wounded.

 

This ability stacks with other similar effects.

Hand Movement:

None.

Healing:

None.

Immunities:

Not applicable.

Invoke time:

Instant.

Maximum Adjustment:

30 base damage-points. See: "Explanation" and See: "Note".

Notes:

These temporary pool of damage-points cannot be healed by any means. Once lost, they are gone forever.

 

The Warrior can re-invoke Adrenaline Surge at any time, refreshing these base damage-points.

Range:

Warrior only.

Resting Time:

None.

Special:

These base damage-points are only good against physical attacks. They will not feed the hunger of the undead, or any other draining effects upon the Warrior.

Susceptibilities:

None.

Value:

5 Silver

 

 

Antagony

 

Enrage a foe, manipulating emotions, thus making him or her more reckless in battle.

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Warrior

Ability-points to invoke:

10

Area of Effect:

One creature.

Avoidance-Roll:

Yes: Pit Mental-Strength vs. your foe’s Mental-Strength and win to succeed (single roll check).

Damage:

None. See: “Explanation”

Duration:

10 turns (50 seconds) (+1 turn per level advanced).

Effect Time:

Instant.

Explanation:

The Warrior can perform this rather powerful ability by pitting his or her Mental-Strength against a creature.

 

If victorious, the Warrior's enemy will become enraged and reckless, being penalized as follows:

 

Defense - : -10

Offense -- : -10

 

For every 5 levels advanced, this penalty will increase by: -1

 

An additional creature may be antagonized per 7 levels advanced, but only if it is within "Range".

Hand Movement:

None. This is a verbal or physical taunt. The Warrior will use any means and methods he or she can think of to enrage the enemy.

Healing:

None.

Immunities:

Creature with no intelligence are not effected by this ability.

Invoke time:

Instant.

Maximum Adjustment:

Defense ----------------------------- : -20

Ofense ------------------------------- : -20

Number of creatures effected - : None.

Notes:

None.

Range:

5 space (25').

Resting Time:

None.

Special:

This ability will cause a creature that has not been damaged by another to attack the Warrior.

 

Combined with a successful Taunt will lock a creature to the Warrior for the entire Duration of this ability (unless it is successfully taunted off the Warrior).

Susceptibilities:

None.

Value:

65 Silver.

 

 

Battle Cry

 

Warrior will have a bonus to strike during a battle situation.

Modification-Point Cost (M.P.C.):   14

Prerequisites --------------------------- : Warrior

Ability-points to invoke:

7

Area of Effect:

Warrior only.

Avoidance-Roll:

Yes: vs. “Faith”

Damage:

None.

Duration:

1 turn (5 seconds) x your current level.

Effect Time:

Instant.

Explanation:

If a Warrior’s Avoidance-Roll is successful, a bonus of +1 to offensive strikes per 2 levels advanced will be enabled.

 

The downside to this is there will also be a penalty of -1 to defense per 2 levels advanced as well.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

Warrior only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

45 Silver

 

 

Battle Fury

 

Warrior will have +1 attack per turn for 1 full battle when physically wounded.

Modification-Point Cost (M.P.C.) : 50

Prerequisites --------------------------- : Warrior

Ability-points to invoke:

25

Area of Effect:

Warrior only.

Avoidance-Roll:

None.

Damage:

None.

Duration:

1 full battle or active situation, but only while the Warrior remains wounded.

Effect Time:

Instant.

Explanation:

This ability will give the Warrior one extra weapon strike per turn for the “Duration”.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

Warrior only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

5 Electrum

 

 

Berserker's Blade

 

Permanently endows a single weapon bonus damage and Offense.

Modification-Point Cost (M.P.C.):   20

Prerequisites --------------------------- : You must be proficiently trained with the weapon you invoke

                                                                         Berserker's Blade into.

Ability-points to invoke:

2

 

Note:

Ability-points used to invoke this ability upon a weapon will be willingly forfeit forever.

Area of Effect:

This ability can be used on 1 weapon (+1 weapon per 12 levels advanced).

 

If this weapon is lost, or destroyed, ability-points will not regenerate (in other words, once the 2 ability-points are used, they are gone forever).

Avoidance-Roll:

None.

Damage:

None.

Duration:

Permanent.

Effect Time:

10 turns (50 seconds)

Explanation:

When this ability is invoked upon a chosen weapon the Warrior is trained in, the following adjustments will apply to that weapon:

 

+1 Offense (+1 additional Offense per 5 levels the Warrior has advanced).

 

In addition to the bonus Offense, this weapon will gain a permanent, one time, damage bonus of +2-D6, +3-D6, or +4-D6, depending upon the size of the Warrior's Arc (Special Gem) used when invoking this ability into that weapon. See: "Special".

 

Note:

If Warrior chooses a long sword, only that specific long sword will gain the Berserker's Blade ability (not another long sword of exactly the same make -- only that long sword).

Hand Movement:

Warrior must hold the weapon in one hand as he or she holds the Warrior's Arc in the other. As the ability is invoked, the gem and weapon must be brought together (they both must touch).

 

See: "Special".

Healing:

None.

Immunities:

None.

Invoke time:

10 turns (50 seconds)

Maximum Adjustment:

None.

Notes:

This ability can be invoked upon any type of weapon (not just a blade).

Range:

One single weapon and the Warrior's Arc (Special Gem).

Resting Time:

None.

Special:

The Special Gem, "Warrior's Arc" must be used -- and will be consumed -- when this ability is invoked.

 

Important:

If your soul`blade is used in conjunction with this ability, the damage bonuses will stack.

Susceptibilities:

None.

Value:

10 Electrum

 

 

Carnage

 

Warrior will gain bonus damage while using a Soul`Blade, or weapon.

Modification-Point Cost (M.P.C.) :  20

Prerequisites --------------------------- :  Warrior

Ability-points to invoke:

10

Area of Effect:

Warrior only.

Avoidance-Roll:

None.

Damage:

See: "Explanation".

Duration:

5-D6 turns.

Effect Time:

Instant.

Explanation:

Invoking this ability with cause additional damage as follows:

 

Soul`Blade:

+1-D12 damage

(an additional 1-D12 damage per 7 levels advanced).

 

Non-Soul`Blade (a regular weapon):

+1-D6 damage

(an additional 1-D6 damage per 7 levels advanced).

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

Warrior's Soul`Blade, or the weapon he or she is holding.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

7 Electrum

 

 

Cleave

 

A sharp-edged weapon attack that causes x2 damage and possibly stuns.

Modification-Point Cost (M.P.C.) :  16

Prerequisites --------------------------- :  Warrior

Ability-points to invoke:

8

Area of Effect:

One targeted creature.

Avoidance-Roll:

None.

Damage:

x2 weapon damage for the "Duration".

Duration:

1-D4 turns.

Effect Time:

Instant.

Explanation:

For each attack roll of +30 higher than your defender’s roll, you will cause x2 damage.

Hand Movement:

Warrior must be wielding a sharp-edged weapon.

Healing:

None.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

x2 damage.

Notes:

None.

Range:

One targeted creature.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

1 Electrum

 

 

Dance of the Blade

 

For this ability’s “Duration” the Warrior will not have to be proficient in a weapon to use it.

Modification-Point Cost (M.P.C.) :  10

Prerequisites --------------------------- :  Warrior

Ability-points to invoke:

5

Area of Effect:

One weapon of any type.

Avoidance-Roll:

Yes: Avoidance-Roll vs. “Intelligence”

Damage:

None.

Duration:

1-D12 turns.

Effect Time:

Instant.

Explanation:

This ability will negate the penalty of -25 for using a weapon you are not proficient with for the “Duration” of the ability.

Hand Movement:

None, but the weapon must be in your hand at the time you invoke this ability.

Healing:

None.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Touch.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

35 Silver

 

 

Fear Resistance

 

Warrior will have resistance to fear influences.

Modification-Point Cost (M.P.C.) :  20

Prerequisites --------------------------- :  Warrior

Ability-points to invoke:

0. This is a passive ability that is always in effect.

Area of Effect:

Self only.

Avoidance-Roll:

None.

Damage:

Not applicable.

Duration:

Permanent.

Effect Time:

Permanent

Explanation:

When any form of outside influence, in the form of fear, assails the Warrior, he or she will have a 30% chance not be effected by it.

 

This ability does not stack with another ability, item's power, or spell that aids in resisting fear (but a greater Fear-Resistance will be considered always).

Hand Movement:

None.

Healing:

Not applicable.

Immunities:

Not applicable.

Invoke time:

None. This is a passive ability that is always in effect.

Maximum Adjustment:

30% Fear-Resistance

Notes:

None.

Range:

Warrior only.

Resting Time:

None.

Special:

None.

Susceptibilities:

Not applicable.

Value:

5 Electrum

 

 

Focus

 

Increases the damage of a weapon the Warrior is fully trained to wield.

Modification-Point Cost (M.P.C.) : 2

Prerequisites --------------------------- : Warrior

Ability-points to invoke:

None. Passive ability.

Area of Effect:

Warrior only.

Avoidance-Roll:

None.

Damage:

See: "Explanation".

Duration:

120 turns (10 minutes).

Effect Time:

Instant.

Explanation:

Focus will enable the Warrior to cause additional damage with any weapon he or she is trained in.

 

The additional damage is as follows vs. the Warrior's level:

0 - 1st ------ : +1-D4
2nd - 3rd --- : +1-D6
4th - 5th ---- : +1-D8

Hand Movement:

None.

Healing:

None.

Immunities:

Not applicable.

Invoke time:

Instant.

Maximum Adjustment:

See: "Explanation".

Notes:

This ability stacks with other similar effects.

Range:

Warrior only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

4 Silver

 

 

Half-Moon Crescent

 

Warrior will feign a frontal assault, but actually step offline just before striking in an attempt to throw off your
opponent’s defenses.

Modification-Point Cost (M.P.C.) :  16

Prerequisites --------------------------- :  Warrior

Ability-points to invoke:

8

Area of Effect:

One foe.

Avoidance-Roll:

This technique will be successful if a Warrior wins an initiative roll against an attacking opponent.

Damage:

None.

Duration:

1 turn (5 seconds)

Effect Time:

Instant.

Explanation:

The Half-moon Crescent attack is designed to create a breech in your foe's Defensive roll.

 

If the Warrior can win the initiative roll against an opponent he or she will gain a bonus of +1 Offense (+1 per 3 levels advanced) for the full duration of the turn.

 

Description:
The Warrior will feign a frontal assault, at the last moment stepping off-line of attack, attempting to manipulate his or her foe's defensive guard slightly away.

 

Note:
If your opponent does not fall for this form of attack, Warrior will still gain his or her attacks as normal (without any penalties or bonuses).

Hand Movement:

None.

Healing:

Not applicable.

Immunities:

Special vision abilities may negate this form of bonus for the Warrior (discretion of the game master).

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

As the range of the weapon the warrior is wielding (as long as a space is free for the warrior to move into that will give him or her a front-side attack).

Resting Time:

None.

Special:

None.

Susceptibilities:

The space to the front-side of a foe must not be occupied, or this ability cannot be performed.

Value:

25 Silver

 

 

Soul`Blade

 

Choose a weapon that you will wield in the offhand, negating the penalty for using it without having the Ambidextrous ability.

Modification-Point Cost (M.P.C.) :  2

Prerequisites --------------------------- :  Warrior

Ability-points to invoke:

2 Passive ability that is always in effect.

Area of Effect:

One single blade of the warrior's choosing.

Avoidance-Roll:

None.

Damage:

None.

Duration:

Permanent.

Effect Time:

Passive ability that is always in effect. See: “Explanation”

Explanation:

Warrior will choose a weapon that he or she can wield in the offhand, thus negating the penalty for using it without having the Ambidextrous ability (it can only be that single blade; not others like it).

 

If you have chosen the Seeker Ability of "Ambidextrous" "Soul-Blade" will give you a +10 to strike.

Hand Movement:

Not applicable.

Healing:

None.

Immunities:

Any other weapon, even if it is exactly the same type.

Invoke time:

Passive ability that is always in effect.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

As “Area of Effect”.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

4 Silver

 

 

Soul`Strike

 

Warrior can cause extra damage per weapon strike.

Modification-Point Cost (M.P.C.) :  2

Prerequisites --------------------------- :  Warrior

Ability-points to invoke:

2

Area of Effect:

Weapon Warrior is wielding.

Avoidance-Roll:

None.

Damage:

+1-D4 damage, +1 per 10 levels advanced, added to each an every strike with a soulblade weapon. Remember, 2 ability-points must be expended per turn to invoke this ability.

Duration:

120 turns (10 minutes).

Effect Time:

Instant.

Explanation:

Warrior can cause extra damage with a weapon strike. If a miss occurs, you will still spend the ability-points to invoke this ability.

Hand Movement:

Warrior merely needs to wield the weapon that is soulbound to him or her.

Healing:

None.

Immunities:

Only a soul`bound weapon will work with this ability.

Invoke time:

Instant.

Maximum Adjustment:

1-D4 +10

Notes:

You can have only one single soulbound weapon at any given time. If a soul`bound weapon is destroyed, a Warrior can make another.

 

If a soul`bound weapon is lost, but not destroyed, the Warrior must find that weapon; another cannot be made.

Range:

Weapon only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

5 Silver

 

 

Taunt

 

Force one or more creatures to attack you.

Modification-Point Cost (M.P.C.) :  6

Prerequisites --------------------------- :  Warrior

Ability-points to invoke:

3 per foe you are attempting got taunt.

Area of Effect:

Number of creatures that can be taunted: 1 foe (+1 foe per 2 levels advanced). Foes must be able to see and/or hear you. Creatures to be taunted must be within "Range" for this ability to be successful.

 

See: "Explanation".

Avoidance-Roll:

Yes: Pit your Mental-Strength vs. the Mental-Strength of each foe you are attempting to taunt (single role check).

 

Note:

Roll separately for each foe you are attempting to taunt.

Damage:

None.

Duration:

Permanent until the battle/situation is ended, or until another taunts them successfully off you.

 

See: "Explanation".

Effect Time:

Instant.

Explanation:

A foe you successfully taunt will continue to attack only you for the remainder of the fight until damaged or significantly effected by another (in which the Taunt will break).

 

Examples:

(1) If another heals the you, Taunt will break and

      that monster will become enraged at the Healer

      and attempt to take him or her down, but only if

      the healing is greater than the last strike you

      inflicted upon the creature.

 

(2) If another damages the taunted creature, Taunt

      will break and that creature will become enraged,

      attempting to take down the one who has just

      wounded it, but only if the damage inflicted is

      greater than the last strike inflicted on the creature.

 

(3) If another casts a spell ON THE TAUNTED

      creature, Taunt will break and that creature will

      become enraged, attempting to take down that

      caster (spell aggro will always break your Taunt).

 

In any case, you can INSTANTLY attempt to keep the creature on you by invoking Taunt again (only one chance is given to do this). This will cost 3 more ability-points and is a FREE ACTION because you have already - successfully - invoked Taunt on the creature (Taunt will last until the battle/situation is ended).

 

If you have not successfully taunted a creature, you MUST wait until it is your turn to attempt Taunt on it.

Hand Movement:

Yes. Through gestures and/or verbal insults, taunt will be invoked successfully.

Healing:

Not applicable.

Immunities:

Creatures with 0 Mental-Strength, Intelligence and/or Wisdom CANNOT be taunted.

 

Note:

If a creature has a single point in any of the above mentioned characteristics, it CAN be taunted.

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

You must be within clear sight and/or hearing of the foe to be taunted.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

3 Electrum