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Man At Arms

“Soldiers think tactically. They know when to strike, when to fall back, when to charge, and when to hold.”
–Vernon Roche

Now I know what you’re thinkin’. Rodolf, ya wee bastard! Ya fought in two campaigns! Ya must be a man at arms! A soldier to the core!’ Ya’d be dead wrong. Yeah, I fought in two campaigns. Scouted in the First Northern War. Arbalist Corps in the Second. I fought at Sodden. Fought at Brenna. I was never good at it. Not like the real soldiers who trained their whole lives for it. I was fightin’ because I love my country. Heh, lemme tell ya, lovin’ your country and havin’ a crossbow doesn’t make ya a soldier.
The real soldiers are the men like Vernon Roche and John Natalis. Two of the best damn soldiers I ever met. They knew the ropes and rare got tangled. A man at arms lives combat and breathes conflict. When they aren’t at war they’re servin’ as bodyguards and hired mercenaries. They can be hell on the field, wieldin’ their weapons with not an ounce of fear in their bodies. Chargin’ at the enemy in the finest plate armor, swingin’ a damn sword tall as they are and choppin’ the heads off the oncoming cavalry. Drop ‘em in the swamps of the Pontar and you’ll have yourself a bonifide predator, trackin’ elves through the foliage, settin’ traps around every corner and readin’ every enemy like a damn book. Put a crossbow in a real man at arms’ hand and they’ll drop a black one with a bolt to the eye from 120 yards. May have been a soldier but I’ll never be a man at arms. And trust me, I’m perfectly fine with that.
–Rodolf Kazmer

Defining Skill Skills Gear (Pick 5)
Tough As Nails Any 5 Combat Skills Armored trousers
Vigor Courage Battle axe
0 Dodge/Escape Brigandine
Magical Perks Intimidation Chain coif
None Physique Crossbow & bolts x20
Wilderness Survival Kord
Satchel
Starting Coin Spear
150 crowns x 2d6 Steel buckler
Average: 1050 Throwing knives x5

Tough As Nails (BODY)
True Men At Arms like the Blue Stripes of Temeria and the Impera Brigade of Nilfgaard are hardened soldiers who never give in or surrender. When a Man At Arms falls to or below 0 Health, they can roll Tough As Nails at a DC equal to the number of negative Health times 2 to keep fighting. If they fail, they fall into Death State as per usual. If they succeed, they can keep fighting as if they were only at their Wound Threshold. Any damage forces them to make another roll against a DC based on their Health.

The Marksman The Bounty Hunter The Reaver
Extreme Range (DEX) Bloodhound (INT) Fury (WILL)
When making a ranged attack that would take range penalties, a Man At Arms can lower the penalty by up to half their Extreme Range value. They can also make an Extreme Range roll (DC:16) to attack targets within 3 times the range of their weapon at a -10 which can be modified by Extreme Range. When tracking a target or trying to find a trail, a Man At Arms adds their Bloodhound value to Wilderness Survival rolls to find the trail or follow it. If the Man At Arms loses the trail while tracking with this ability, they can roll Bloodhound at a DC set by the GM to pick the trail back up immediately. A Man At Arms can roll Fury at a DC equal to their EMPx3. If they succeed, the Man At Arms becomes immune to fear, spells that change emotions, and Verbal Combat for a number of rounds equal to their Fury value times 2. During this time, rage clouds their thinking and instinct takes over.
Twin Shot (DEX) Booby Trap (CRA) Zweihand (BODY)
When making a ranged attack with a thrown weapon or a bow, a Man At Arms can roll Twin Shot in place of their normal weapon skill. If they hit, they strike with two projectiles and damage two randomly rolled parts of the body. Even if the attack is aimed, the second projectile will hit a random location. A Man At Arms can make a Booby Trap roll to set a makeshift trap in a specific area. See the Booby Trap table for traps that can be built. The Man At Arms can only build one type of trap at a time. Every trap has a 2m radius tripwire and requires an Awareness roll at a DC equal to your Booby Trap roll to spot. By, spending 10 STA and rolling Zweihand minus 3 against an opponent’s defense, a Man At Arms can make one attack which does double damage and has armor piercing. If the weapon already has armor piercing, it gains improved armor piercing. A weapon with improved armor piercing gains 3d6 damage.
Pin Point Aim (DEX) Tactical Awareness (INT) Shrug It Off (BODY)
A Man At Arms who scores a critical with their ranged weapon can immediately roll Pin Point Aim at a DC equal to the target’s DEXx3. If they succeed, they add their Pin Point Aim value to their critical roll. These points only affect the location value of the Critical Wound. Instead of moving, a Man At Arms can roll Tactical Awareness to gain insight into a whole group of opponents. The Man At Arms gains +3 to attack and defense rolls against every enemy within 10m whose DEXx3 is lower than that roll, for one round. This ability also tells the Man At Arms what each affected opponent is about to do. A number of times per game session equal to their BODY value, a Man At Arms can spend 10 STA to immediately roll Shrug It Off when an enemy strikes a Critical Wound on them. If their roll beats the enemy’s attack roll, they can negate the Critical Wound, taking damage as if the enemy hadn’t rolled a critical.



































“Combat Skills”
Combat skills can include any skill you use to prepare for or during combat. These skills are listed below. Other skills can be negotiated with your GM.
Archery Riding
Athletics Small Blades
Brawling Staff/Spear
Crossbow Swordsmanship
Melee Tactics
Extreme Range
Distance DC
Just outside the range 12
Half again the range 15
Double the range 18

Booby Trap
Traps DC
Snaring: The trap has a DC the target must beat to free themselves from a Grapple. 14
Disarming: The trap swings at shoulder height striking the target’s arm knocking their weapon away. 18
Blinding: The trap throws sand or dirt in the target’s eyes, blinding them. 16
Tripping: The trap swings low and knocks the target’s legs out from under them, knocking them prone. 14
Bleeding: The trap throws or swings spikes into the target, causing them to begin bleeding.
Stunning: The trap clubs the target in the head or stomach with enough force to stun the target. 16

Blocking Twin Shot
A Twin Shot can be dodged with one action, and can be blocked as one action by a shield. Parrying a Twin Shot has a -6 penalty rather than a -3.

Comments

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Jul 9, 2024 09:03

Hi all, can you please explain how the extreme range table and extreme range ability works together? Thanks