The Warrior Profession in Mouse Guard Abroad | World Anvil
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The Warrior

The Toad community is strong and insular in the swamplands. They have built a simple existence embedded with ritual and tradition, centred around their core beliefs in strength and proficiency in fighting. You will often see Toads for hire, as muscle or mercenaries. Toads seem brash and arrogant at first, but once you get to know one, you see the depth beneath.
by Simon Edge

Nature

  If you’re a toad, write Nature: Toad on your character sheet. Your descriptors are Boisterous, Unyielding and Steadfast.   All characters have a base Nature of 3. Answer the following three questions appropriate to your stock to determine your final starting Nature score, and possibly some traits.  

Toad Nature Questions

    Do you soak in the water admiring the lilies, and bellow in the evening chorus? Or do you long to leave the wetlands to find new pastures?   If you soak in the waters, increase your Nature by one. If your heart yearns for new adventure, increase your Pathfinder skill by one.   Do you look for trouble and new opponents to test your physical prowess? Or do you rest assured of your superiority?   If you look to test your skills, your Nature and Fighter remain unchanged. If you stand unwavering, you may replace or increase your home trait with Arrogant   Do you follow leadership and are happy to take a back seat in decision making? Or do you relish taking control?   If you follow the crowd, increase your Nature by one. If you forge your own path, you may replace or increase your home trait with Extrovert, Driven or Independent.

Career

Career Progression

Level 1

  Warrior: You can wield any weapon, wear any armour, use a shield and wear a helmet.  

Level 2

    Armoured: You’ve trained in heavy armour. Armor and shields do not count as a factor for recovery from exhausted if you choose this level benefit.   Brawler: Your bare hands count as a weapon. When you are unarmed in a fight, you do not suffer the -1D penalty to all actions. If disarmed in an ongoing fight, you automatically switch to your bare hands and thus do not suffer the -1D penalty. Bare hands do not provide a bonus to any actions.  

Level 3

  Booming Voice: Your ability for resonating calls gives you a presence in any conflict of wits. Conflicts of argument, negotiation and speech gives you a +2D to your base will when conflict captain.   Skirmisher: Improved leather armour. When you’re wearing leather armour, roll 2D to deflect a blow. If either die comes up a 4-6, you reduce the incoming thrust by -1s.  

Level 4

  Cool Headed: You’re never made angry as a result of a fight. When the angry condition is handed out by the GM after a fight, you do not mark a condition.   Endurance: +1D to recover from exhaustion.  

Level 5

  Born to Swim: Your natural aptitude for amphibious pursuits allows you an advantage when underwater. You can breathe underwater for a turn.   Agile: Your help in fights and battles adds an additional +1D: When you help another player, you grant +2D instead of +1D.  

Level 6

  Shrug It Off: Once per adventure, you can shrug off an injury. No roll is necessary. You can do this any time before you seek help from a healer. Once you get help from a healer, you must abide by the regular rules for that injury.   War Captain: You always count as the “hero” weapon in a battle, regardless of whether you’re at the front or not. If leading from the front, you triple your hero bonus to +3s for Attacks.  

Level 7

  Focus: +1s to one action type of your choice in fight and battle. The benefit then applies to that action type for the life of the character. Bonus is applied to tied or successful rolls. It is added in addition to other bonuses from weapons, spells, armour, etc.   Expert: Increase your rank cap for Fighter or Commander from 6 to 7. You may advance your Fighter or Commander skill rank to 7 with seven successful tests and six failed tests.  

Level 8

  Giant Slayer: Increase your Might by one when you’re alone or in a group of warriors, adventurers and burglars. Combine this bonus with other bonuses from spells and magic weapons.   Veteran: Use level instead of Will or Health as base disposition for kill, capture and drive off conflicts.  

Level 9

  Heroic Ability: Choose Fighter, Health, Commander or Survivalist. The chosen skill becomes “heroic.” When rolling this skill 3-6 indicates a success (rather than the standard 4-6). This ability does not interface with Health as base of fight conflicts.   Transformed: Change one Nature descriptor. You may choose a descriptor from another character stock or invent one of your own. The descriptor must be an action like fighting, drinking or looting.  

Level 10

  Presence: When you’re in a kill, drive off or battle conflict, your side gets +2 to disposition in addition to whatever is rolled. You do not have to lead the conflict.   Fame and Glory: Count your Circles as heroic (success on 3-6 instead of 4-6) when looking for warriors and persons of quality to add to your retinue.

Starting Stats

ClassWarrior
Raw AbilitiesDistribute 8 points between Will and Health; neither stat may have a rating lower than 2 or higher than 6
SkillsFighter 4, Hunter 3, Commander 2 Mentor 2, Orator 1, Armorer 2
TraitHeart of Battle
WeaponsAny
ArmourAny
LanguagesCommonAnura

 

Home

  Swamplands   Skills: Orator, Pathfinder, Sailor   Traits: Defender, Bold  

Wise

  Choose one of the following: Swamp-wise or Aquatic Plant-wise; take a second wise of your choice following the guidelines in this section. Either take one of our examples or invent one of your own.  

Traits

  Heart of BattleWarriors are creatures of action, able to throw their bodies into harm’s way with skill and valour to pursue their goals. But often warriors too readily resort to violence when another way might serve them better
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Cover image: by Simon Edge

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