100 points

You're a full-time man-at-arms. You might be a knight, mercenary, or volunteer - or perhaps you're a conscript, draftee, or levy who never got sent home. Whatever your situation, you're in it for the long haul and you've gravitated to the martial arts as a set of tools that can help you survive on (and off) the battlefield. Unlike most martial artists, you have a good excuse to be skilled with heavy, military weapons.

Attributes: ST 11 [10]; DX 12 [40]; IQ 10 [0]; HT 11 [10]. Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 10 [0]; Per 10 [0]; FP 11 [0]; Basic Speed 6.00 [5]; Basic Move 6 [0]. Advantages: 20 points chosen from among ST +1 or +2 [10 or 20], DX or IQ +1 [20], HT +1 or +2 [10 or 20], HP +1 to +3 [2/HP], Per +1 to +4 [5/level], FP +1 to +3 [3/FP], Combat Reflexes [15], Danger Sense [15], Enhanced Block 1 [5], Enhanced Dodge 1 [15], Enhanced Parry 1 [5 or 10], Fearlessness 1-5 [2/level] or Unfazeable [15], Fit [5] or Very Fit [15], Hard to Kill 1-5 [2/level], High Pain Threshold [10], Military Rank 1-4 [5/level]f, Penetrating Voice [1], Rapid Healing [5] or Very Rapid Healing [15], Style Familiarity (any) [1/style], Style Perks [1/perk], or Weapon Bond [1]. Perks: Style Familiarity (own style) [1]. Disadvantages: -25 points chosen from among Code of Honor ("Stay bought") [-5], (Soldiers) [-10], or (Bushido or Chivalry) [-15], Duty (Unit or force; 12 or less) [-10] or (15 or less) [-15]f, Fanaticism (Unit, force, nation, etc.) [-15], Greed [-15*], Intolerance (Enemy nation) [-5] or (All nations but own) [-10], or Sense of Duty (Unit) [-5] or (Own nation) [-10]. • A further -15 points chosen from among the above traits or Berserk [-10*], Bloodlust [-10*], Callous [-5], Chummy [-5] or Gregarious [-10], Overconfidence [-5*], Stubbornness [-5], or Workaholic [-5]. Primary SkiUs: Soldier (A) IQ+2 [8]-12, plus 20 points in the skills and techniques of a combat style (see Chapter 5). • Spend a further 10 points on your style or on military weapon skills typical for your TL:

TL0-3: Crossbow, Shield, or Thrown Weapon (Spear), all DX/E; Axe/Mace, Bow, Broadsword, Polearm, Shortsword, or Spear, all DX/A; or Sling, DX/H. TL4-5: Gunner (Cannon) or Guns (Musket, Pistol, or Rifle), both DX/E; or Broadsword, Polearm, Rapier, Shortsword, Spear, or Throwing, all DX/A. TL6-8: Gunner (MG), Guns (GL, LAW, LMG, Rifle, or SMG), or Liquid Projector (Flamethrower), all DX/E; or Spear or Throwing, both DX/A. TL9+: Beam Weapons (Projector or Rifle), Gunner (Cannon or Beams), or Guns (GL, Gyroc, LAW, or Rifle), all DX/E; or Force Sword or Throwing, both DX/A.

Secondary Skills: Hiking (A) HT+1 [4]-12 or Riding (any) (A) DX+1 [4]-13. • Also choose two of Stealth (A) DX+1 [4]-13; Camouflage or First Aid, both (E) IQ+2 [4]-12; Armoury (any), Forward Observer, Leadership, or Navigation (Land), all (A) IQ+1 [4]-11; or Observation or Survival (any), both (a) Per+1 [4]-11. Background Skills: 4 points chosen from among Gesture or Savoir-Faire (Military), both IQ/E; Connoisseur (Weapons),

Gambling, or Heraldry, all iq/a; Expert Skill (Hoplology or Military Science), Strategy, or Tactics, all IQ/H; Carousing, HT/E; or Intimidation, Will/A.

* Multiplied for self-control number; see p. B120. t Duty must accompany Military Rank.

Lenses (Realistic)

Hand-to-Hand Combat Instructor (+25 points): Add Fit [5]; Teaching (A) IQ+2 [8]-12; and an extra 12 points of style skills and techniques. Add the NCO template to get a drill sergeant.

Knight or Samurai (+25 points): Add Status 2 [5] and Wealth (Wealthy) [20]; Status includes +1 from Wealth. • Replace Soldier with Leadership (A) IQ+2 [8]-12. • Add Lance and Two-Handed Sword, both DX/A, to primary weapon skill lists. • Riding is mandatory. • Add Savoir-Faire (High Society), IQ/E, to background options. NCO (+35 points): Add IQ +1 [20]; Military Rank 1 [5]; Leadership (A) IQ+1 [4]-12; Tactics (H) IQ-1 [2]-10; and an extra 4 points in primary, secondary, or background skills. Maximum Military Rank is 4. Officer (+50 points): Add IQ +1 [20]; Military Rank 3 [15]; Leadership (A) IQ+1 [4]-12; Savoir-Faire (Military) (E) IQ+1 [2]-12; Tactics (H) IQ [4]-11; and 5 more points in primary, secondary, or background skills. This is a veteran, not a green lieutenant!

Lenses (Cinematic)

Cinematic (+100 points): Add 80 points chosen from among Blunt Claws [3], Damage Resistance 1-2 (Partial, Hands, -40%; Tough Skin, -40%) [1-2], Enhanced Block 1-3 [5/level], Enhanced Dodge 1-3 [15/level], Enhanced Parry 1-3 [5 or 10/level], Enhanced Time Sense [45], Extra Attack 1 or 2 (Multi-Strike, +20%) [30 or 60], Forceful Chi 1-4 [15/level], Heroic Archer [20], Innate Attack [Varies], Resistant to Chi Abilities (+3) [10], Striker (Crushing) [5], Trained by a Master [30], or Weapon Master [20-45]. You must take either Trained by a Master or Weapon Master! • Add 20 points in your style's cinematic skills (and prerequisites). Tough Guy (+100 points): You're the soldier from the movies, shrugging off arrows or bullets as you wade into the enemy with a massive two-handed weapon . . . or a hefty machine gun. See Contender (p. 32) for statistics.

Customization Notes

Styles: An historical warrior could have any style known in his time and place. Armed styles meant for battlefield use -Armatura (p. 150), Hoplomachia (pp. 161-162), Kenjutsu (pp. 173-175), Kyujutsu (p. 179-180), Naginatajutsu (p. 186), Sojutsu (pp. 197-198), Spear Fighting (pp. 196-197), Sword-and-Shield Fighting (pp. 199-200), etc. - make the most sense. For a mounted warrior, add Bajutsu (p. 151), Furusiyya (pp. 159-161), and Knightly Mounted Combat (p. 175-177) to this list. A smart soldier will supplement his training with an unarmed style - perhaps Aikijutsu (p. 149) or Combat Wrestling (pp. 204-205). Modern troops learn Military Hand-to-Hand (pp. 182-185).

Style Lenses: A genuine battlefield style requires no lens. Other styles should have "Military" if taught formally, "Street" if picked up in pubs and ports.

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