Warrior Talents
There is more to be a warrior than simply waving a heavy stick or pointy thing around and hoping to hit. To be an effective warrior requires time, dedication and training. The Talents in this section are most effective with those characters that prefer a more physical response to problems. As with all Talents, there is of course plenty of room for others, too.
How they Work - To Hit
Warrior talents will rely on either your weapon skill, used with close-quarters weapons, or ranged weapon skill for the longer-ranged items in your arsenal.
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As is standard for most rolls, you will roll a d100 and attempt to roll equal or underneath your score. So, a Weapon Skill of 45 would require a roll of 45 or less to hit. Please note that certain Talents and items will add bonuses to your roll, which may make the score higher and therefore rolling that target number or below is easier.
How they Work - Damage
Each weapon will have a damage listed - usually 1d10 plus a modifier, but light weapons may be 1d5 and some heavier weapons 2d10. In addition to that modifier you add half of your Physical Prowess modifier to damage with melee weapons and half your Agility modifier to ranged weapons.
How they Work - Number of Attacks
Each weapon also has a number of Action Points it costs to swing them once. It's possible to attack as many times as you have AP to spend on the attacks, with however many weapons you are carrying, but each attack takes a -10% penalty for each additional swing per turn. This resets when your next turn comes around.
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These simple yet efficient Talents are commonly seen among most adventurers, to one degree or another.
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Many favour a good blade in their hands. Or two, as may be the case. These represent a basic skill with a variety of bladed weapons.
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Typically more potent, two-handed weapons with more cutting power than a sword blade but more difficult to swing, better range and other attributes, axes can be a nasty choice.
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Powerful hammers and clubs create impressive destructive force, crushing armour and bone with equal ease.
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These longer weapons keep foes at a distance, even in close combat.
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Efficient at long-range battle, these weapons can be lethal in the hands of the trained at terrifying distances.
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The axe to the bow's sword, black powder weapons lack grace but crush what they hit.
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There are plenty of strange weapons out there that don't fit into another category or items that were never intended to be weapons that could well be. These talents cover those.
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The iconic armament of Spellcasters, primarily used to enhance spellcasting and to create attacks between spells.
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While a weapon is essential, so is defence. Most warriors will get hit eventually, and armour can significantly reduce the harm inflicted.
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Fighting Style Talents
Berserker Dual-Wielding Sword and Shield Perfect Strike Riposte Mounted Combatant Blade and Barrel Battle Dancer Focused Assault There is more than one way to fight. From the furious power of the Berseker to the single, precise blow, each style has its own benefits. And most can be merged to form something new and truly terrifying.
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Generally, most adventurers prefer the versatility of many options. Some focus on one path above the others, however, and this specialism gives them certain advantages.
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