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Warrior

The most direct of the Callings. Warrior Knacks make you a master of weapons and a crusher of foes. Warrior Knacks are driven by the concepts of conflict and violence.


 

The World teems with the enemies of the pantheons, enemies for whom force is the only answer, and Warriors are Legendary for applying that force. The Calling encompasses fighters, combatants, and soldiers of all sorts, as long as they fight themselves. Legendary strategists are more often Sages (and sometimes Leaders), while Warriors are the Scions who get their hands bloody. Whether by individual martial prowess or leading thousands into battle, killing their opponents outright or accepting surrender, Warriors perform Deeds of violence


 

Knacks

 
  • The Biggest Threat: When you make a show of force or intimidate your enemy, make a Knack Skill roll. On a success, the target must focus its efforts on dealing with you first, suffering +2 Difficulty to attack anyone else.


  • Close the Gap: The first time you make a combat movement roll, make a Knack Skill roll instead. Spend successes on the following Stunts for the rest of the fight:
    • Charge! (1s): You make the Rush action without needing to make an opposed roll. This is negation is limited by the rules for applying Knack abilities — i.e. you may not apply it to anyone two Tiers higher than you.
    • Inescapable (1s): Opponents of a lower Tier than you who are engaged with you in combat may not make the Disengage action. You must spend a success on this Stunt each time a different opponent would try to escape you, but only need to apply it once per target.
    • Sure-footed (1s): Apply this Stunt to a combat movement action; Difficult terrain does not apply to this movement.


  • Death by Teacup: When you use an improvised weapon, it becomes as deadly as anything designed for the job. It takes on the profile of any existing weapon of a similar size or shape: A teacup becomes brass knuckles or a punch dagger; a shard of glass becomes a knife; a thrown shoe becomes a throwing hatchet, etc. It must appropriately fit something of a similar size and shape, as described in the examples listed. This benefit lasts until you no longer hold the object, or until it breaks, or until you are no longer using the object with any Warrior Skill — whichever comes first. In the case of thrown objects, the benefit extends until impact. A hurled shoe strikes with the force of a tomahawk and then becomes ordinary footwear when it hits the ground. This is compatible with Master of Weapons, though still adheres to the set limitations.


  • Enhanced Impact: Whenever you successfully deal Injury with your Knack Skill, you also knock the target back one range band. This does not do any extra damage, but can put someone in a tight spot.


  • Master of Weapons: At the beginning of the session, choose one of your weapons to be your favored weapon. When you use your favored weapon, add a number of additional Tag points to it up to your Warrior Calling. These do not have to fit the weapon’s existing profile: A sword can be made to strike at Far range, for example. Spend Momentum to switch the benefit to another weapon. Negative cost Tags cannot be purchased with this Knack.


  • Trick Shot: When showing off with a ranged weapon, convert any additional Difficulty imposed because of your showmanship into Enhancement instead which may be spent on any Ranged Attack Stunt besides Inflict Damage. This applies before your roll.


  • Well Tempered: When you wear no armor, you are considered to have the Armored Tag. This benefit stacks with the increased difficulty of the Inflict Damage Stunt granted by any other armor you wear when you fight lesser foes (minor characters, or anyone a Tier lower than you).


 

Immortal Knacks

 
  • Army of One: When you fight outnumbered, you do not take any penalties or increased difficulty that being outnumbered would cause. You gain half your Legend, round up as an Enhancement to all attacks so long as there are more opponents present than you and your band. When fighting a greater force as a Feat of Scale, invoke your Legendary Title and imbue Legend instead of spending it.


  • Hurl to the Moon: Imbue a point of Legend instead of spending Legend to lift and throw objects with a Size rating higher than yours when performing a brute force Feat of Scale. Objects thrown this way can also be hurled to medium range. Outside of throwing a huge object, this Knack allows you to make all Thrown attacks at long range, regardless of the range tag on any weapon. You roll the attack as a normal for Thrown.


  • Perfect Defense: Once per fight, declare that an attack made against you by an enemy of the same Tier or lower does not affect you in any way. To do this a second time, spend Momentum. This may not be used more than twice a fight.


  • They’re Everywhere: The Field you are fighting in becomes divine territory. When an enemy enters divine territory, you have the option to make one attack against them, regardless of which range band they have entered and which may not be boosted by any Knacks that allow you to make extra attacks. You use this ability even if you have already taken your action this round and may do so no matter how many enemies enter your divine territory, but you may only make one attack per enemy.

Skills: Athletics, Close Combat, Firearms
  Example Keywords: Fighter, martial artist, bloody, weapon, soldier, killer, murderer, insurgent, terrorist, sniper, undefeated, sharp, threatening
Example Gods: Bast, Heru, Durga, Indra, Karttikeya, Òrúnmìlà, Ògún, Oya Iyansan, Shàngó, Erlang, Guan Yu, Nezha, Sun Wukong, Susano-Ō, Hachiman, Takemikazuchi, Bishamon, Goibniu, Lugh, Nuada, Ogma, Ares, Athena, Maudjee-Kawiss, Tawiscara, Thor, Baldr, Heimdall, Tyr, Freyr, Skaði
  Fatebinding Roles: Balm, Nemesis, Rival



Failure Deeds: Lose a physical contest or test of skill when death is on the line, lay down your arms and find another way, succumb to cowardice.
  Adoption Deeds: Stand between the enemy and your friends, overcome incredible odds, defeat a foe greater than yourself

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