Speciality Update – The Warrior

The Warrior, the fierce mighty and only warrior… just the term “The Warrior” sounds quite mighty to me. Well, you always save the best thing for last some say and I don’t know if that is true in this case when I’ve already told you about Tekkan =). Well, Warriors are undoubtedly the most common speciality or class in any game I ever known and that’s no wonder since their uses are very common in reality as well.

Warrior
All countries have had warriors since the beginning of time. Warriors have been fighting everywhere for everything. There are as many different ways to be a warrior as there are people and still there is even more ways. To be a warrior is not only to fight but also to protect and help those in need… or just to kill time whatever you choose. Since Deben showed the world their mighty Warriors most have adapted to their techniques and skills and the result is what follows.

The Warrior

Warriors are almost like the Tekkans quite adaptable in combat. They know most of the combat arts and their skills excel in ranged combat. As the most common speciality they are adjusted to most ways of fighting, close, ranged and melee. A warrior can be as unpredictable as an Tekkan but also as powerful as a mage. You don’t mess with warriors and they are after all, the ones who keep the peace in most countries.

Dual Shot – Former known as the only designated technique for ranged weapons. I moved this from that position to monopolize it for the Warriors. The Warrior can fire two shots during one phase without needing to add action for loading. Damage times two means that you roll the bow’s damage two times, if you have special arrows you DO NOT roll the damage two times but instead just count two arrows. Say a +2 arrow and a bow with D2 in Damage will with Dual shot do D2+4 instead of D2+2, and of course the damage bonus added after that. The roll however is a little harder than the usual and it’s not possible to aim or add any abilities on a dual shot. Visually you can see it as either the marksman fires two shots together or just two shots quickly. Both arrows will land on the same target, in most cases, they are as usual special cases and social battles when you might be able to split it.

Load – The Warrior loads his bow for one more action to add some more power to it. The attack does more damage but the arrow is broken afterward. You cannot save this arrow, but then again most arrows that hit a target breaks. Note that this technique also extends the range of your weapon even though it lowers your modification. They are able to aim on this, which makes the attack so much worse.

Lock – The Warrior takes more time to aim at his target thus giving him or her better chance to hit the target. Note that this ability can be used in several ways. One; you can use it regularly and just add the MOD to your roll, two; you can use it with aim (both general and specific), three, you can use it together with Load and do a Lock and Load attack. This attack is not possible to aim unless you have a level of 4 or higher in Aim. Then you may aim generally but not specifically. Lock also extends the range of the weapon and it gives you a modification.

Leap – When the Warrior leaps he often tries to outrun or move by a target. This can be the little extra needed to get by them and is often something that makes even the slowest person quick. When wearing a heavy armour or being generally slow this can prove useful. The modification is for speed rolls, if the Warrior were to use this outside of battle. Socially it gives the warrior an extra burst but it takes energy so if you use too many Leaps after each other then the cost will most likely raise when the Warrior will become exhausted by running around so much never stopping.

Retreat – If you want to keep your distance retreat is a good technique to do just that. To be in charge of a close combat is to have control and decide when you want to be close or not. Retreating when a foe comes to close is a wise choice and then moving forward if you want to attack. There are some attacks you can’t retreat from, such as a Rush or other Area Effect attacks. But you can always retreat from an approaching enemy. To succeed with retreat you need to roll a REF-2 roll, the modification though might differ depending on the foe but it will always be at least -2.

Rush – The Warrior can make use of distance as well as make it. When the Warrior Rush against his target they have a harder time avoiding his incoming attack as well as he gains some power by his speed. If the Warrior are lucky or his adversary quite clumsy then he might fall which will most likely prove efficient to the Warrior. No abilities might be used during a Rush and it cannot be stopped by a Stare.

Arm-Lock
– If the Warrior gets close enough to his target he can grab one of the targets arms and hold it in a pretty tight arm-lock. If he succeeds with this the target is in quite a pinch. If they try to move without the consent of the Warrior or try to break loose they will take damage directly in the arm without any armour included. It’s possible to break free with secede, but not without the skill. If one wants to break free without it they need to use brute force against the SG of the Warrior. Note that they will take damage when breaking free with brute force. The Warrior can indirect control the movement of the victim with this.

Pull – If the Warrior has a weapon in one hand he can take a grip on his target with the other hand and pull the target to him and at the same time plunge his weapon against his enemy and in this way gaining some additional damage. The move will be harder since most people struggle against something like this, but you don’t need to roll for your weapon to hit him. Sometimes you can gain a force bonus to this attack.

Veer – If the enemy who attacks the Warrior is close enough the Warrior can try to redirect the attack so the enemy hits himself or someone close to him and the Warrior instead. This is especially useful against knife and dagger users since they often need to be really close to attack. It’s a tough defence to perform but it might prove useful in tight situations. The damage on a successful Veer is the base damage and damage bonus minus one. It is possible to resist a veer and in those cases a fight or struggle might occur between the Warrior and his foe.

So now when I’m finished with all my Updates, for now, what do you think? So far I’ve only seen Ankan’s comments but I’m interested in everything. What do you think about the updates as well as the new stuff?

Best Regards,
Herid Fel

Herid Fel

Well, ain't a blog enough?

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6 Responses

  1. Ankan says:

    Dual shot:
    Nothing about the level or such involved in the equation here?

    Otherwise, not that many changes here I think. Arm-Lock seem to hame become better. A common theme here are attacks and such that are unbreakable in some way. Effective indeed.

    Puh, done! Now I think I am going on to some series or such.

  2. Herid Fel says:

    Dual shot:
    Nothing about the level or such involved in the equation here?

    Yeah, I couldn’t find any good place to use it in Dual Shot so I guess they have to do without.

  3. Herid Fel says:

    Since people might have missed this I will now comment this on all my Speciality Update posts.

    I want your general opinion on these specialities.

    How do you like them as they are now? Generally as well as personally?

    Something you think should change or some change you think were really good?

    Mostly just a general opinion so I know where you stand on these specialities. How you like them or not. Even though you might like them from a rule point of view how do you like them from your own point of view.

    I’m looking forward to hearing at least something from you all =)

  4. Patrik says:

    For me , warrior has always been a class that I liked since they usually are in the frey of things(concerning combat anyway) and they usually have this feel of stability.

    When it comes to Nianze warriors specifically I like them , since they give a wide variation of how to play one but still feels like a warrior(dont know if you get that but anyway). When the change from Berserk to Grappling came into play I was abit sceptical and negative first, but after getting a better view on how warriors should be and are in nianze I think it was for the better(although berserk still seems abit meh and it doesnt seem like a popular skill).

    Statswise and skill wise I think they got fitting stuff and I like all three specialties. I would even say that in some ways a Warrior feels more variating than a Tekkan.

    About the whole presentation , I liked it and I definitely will play a warrior again.

  5. Daniel says:

    I like warriors (as a concept) I always have and probably always will. As for Nianze warriors, I like the fact that they are well rounded. Usally I’m not much for bows and other ranged weapons, but there is a certain appeal to be prepared and trained for everything.

    The grappling specilization is something I really like, and I was leaning towards making my concept a warrior for this particular reason. But then I learned that they don’t get to use katanas and that tipped the scales 😛

    I like the warrior just the way “he” is, atleast I can’t think of anything that would make him more appealing.

  6. Ankan says:

    Well made speciality that really is allround and they can be used for a lot of concepts. Many possibilities and combinations, as with all other specialities all of them are in some way a balance between three different ones.
    I was actually thinking on making one of these earlier, but the thought transformed into making a Tekkan and then later a Hannje.