Wolf-Warrior
You fight for a cause. This is what makes you who you are. You could be robbing from the rich to give to the poor or fighting off an empire for the freedom of your tiny patch
BUILDING LEGEND
Every wolf-warrior needs a cause. She can be known as an amazon, a berserker, or a rathi, but what is most important is that she fights for something instead of for the simple sake of combat. In order to create Legend, a wolf-warrior must become even more devoted to that cause. That can mean choosing a people or a neighborhood to protect. It can mean taking up an ideal and embodying it. It’s not the same as being the Scion of any particular Purview, but rather of demonstrating to mortal humans that they can, with all their flaws, make their beliefs real.
Fate pays attention in a very personal way to the wolf-warrior whose Legend grows. More than any other kind of being, they attract nemeses who embody the antithesis of their cause and whose abilities are a match for theirs. of land, but you know what it is that you fight for and that makes you strong.
There is not necessarily anything divine about you. When they talk about “the best of the best of the best” or the thing that strikes fear into the hearts of criminals at night, they mean you. The spirit of the wolf is in your breast, and even if you don’t wear the pelt, you can feel the weight of fur upon you. When they tell stories of warriors from far-off places who can cut down 1,000 enemies with one stroke of the sword, they mean you. You are what is best at fighting for what you believe in, and while that often means violence, you can learn other ways.
WOLF-WARRIOR KNACKS
- Favored Weapon: As the Warrior Knack Master of Weapons, except that you may only add one tag. At the beginning of the session, choose one of your weapons to be your favored weapon. When you use your favored weapon, add a single additional tag point. This does not have to fit the weapon’s existing profile: A sword can be made to strike at far range, for example (but good luck running over to pick it up). Spend Momentum to switch the benefit to another weapon. Negative cost tags cannot be purchased with this Knack.
- Helping Hands Make Idle Work: When you look for help among people who support your cause, you can always find someone willing to offer it. Their aid is humble and limited, but can include providing shelter, sharing supplies, gathering information, or providing a distraction for your actions. Where applicable, treat this help as a +1 Enhancement.
- I Love It When a Plan Comes Together: When you formulate a plan for a complex action that furthers your cause and involves your allies, roll the appropriate Knack skill. Your number of successes on that roll become a pool of Enhancement bonuses for anyone taking part in the plan to draw from when playing their part in it.
- Inspiring Act: When you demonstrate how to perform a task by doing it yourself, you can give an ally a +1 Enhancement to do the same action.
- One of the Crowd: When you hide in a group of people, anyone trying to locate you must roll at +1 Difficulty to identify you through any means (direct observation, record searches, divinations, etc.).
- Rallying Presence: When you lead a group in combat, spend Momentum to give every member of the group an additional Bruised damage slot for the duration of the battle. The bonus does not apply to you, and goes away if you are Taken Out or otherwise defeated.
- Still Kicking: Once per scene, when you would normally be Taken Out by damage, you may spend Momentum to ignore all effects of the attack that did so, including suffering an Injury Condition.
- Strength in Numbers: When using Teamwork, you increase the maximum number of successes you can add from 3 to 5 and can have multiple people rolling to assist you. To get the benefit of more than 3 successes, you must have a number of helpers at least equal to the number of successes rolled.
CLASSICAL AMAZON
It’s not true that all you live for is war, no matter what people say. What you live for is battle, the challenge of combat without the leaden weight of politics that war always drags behind it. It’s in battle that you test your skills and win victories to boast about to your sisters when the day is done.
These days, such battles are harder to find, so you look for other challenges. You take work as a bodyguard, a self-defense coach, or even a security guard, all while you wait for the lure of conflict to draw you in again. Like all true warriors, you have a code: You are never an assassin, never attack those who cannot take up arms, and never betray your bandmates. If your opponents don’t follow the same code, they aren’t warriors: They’re monsters not worthy of your mercy.
Connections: Amazon warband, defeated enemies, close kin
Skills: Athletics, Close Combat
Knacks:
- Armorbound (Warrior knack)
- Favored Weapon (spear or bow only; Warrior knack)
- Shield Wall: Against opponents in front of you and within your line of sight, your allies in the same range band as you gain +1 Hard Armor.
DAHOMEY AMAZON
Your ancestors fought empires and you expect no less of yourself. Outsiders call you an Amazon, as if you had something in common with those legions from Greece beyond your gender, but you are nothing like them. You don’t keep yourself apart from men. You may even have been married before you joined your battalion, and even now, you think of yourself as married to the ruler you serve. The other thing that separates you is how you fight.
You’ve trained with a rifle since you joined the ranks. These aren’t the days of noble combat or heroes facing each other with swords and shields. If you can kill your enemy before he ever gets close to you, he’s just as dead. Winning is more important than how you win. Surviving is more important than honor, except when it comes to your husband or your battalion. For them, you would give your life.
Connections: ruler, battalion, ex-husband
Skills: Firearms, Survival
Knacks:
- Apex Predator (Hunter knack)
- Favored Weapon (rifle only; Warrior knack)
- Spray n’ Pray (Antagonist knack)
SHIELDMAIDEN
At first, you didn’t want this. You lived an ordinary life, following and sacrificing to the Æsir, until something happened that forced you to take up weapons against your enemies. Now, you can hardly remember that life, let alone want to return to it. You’ve felt the thrill of battle and the satisfaction of protecting those around you. You will never lay down sword and shield until your death. You hope it will be a glorious one.
Your purpose in life is to protect, whether that means a single person, a community, or a nation. You’re at home in professions that let you do that while taking advantage of your superior abilities, such as being bodyguard, firefighter, or soldier. For the right cause, you can also be a rebel or a pirate, fighting for the sake of the oppressed. Whatever the reason, you are always driven.
Connections: your charges, devotees of the Æsir, military personnel
Skills: Close Combat, Leadership, or Pilot
Knacks:
- Favored Weapon (sword only; Warrior Knack)
- Their Fort Standing (Guardian Knack)
- Berserk: When you take an Injury Condition, you fly into a rage. For the duration of combat, you gain +1 Enhancement to all attacks and ignore any and all Injury Complications, but you cannot distinguish friend from foe.
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