Veteran

You fought in the war of kings, as a footsoldier, general or even a knight of the Kingdom. You found a calling in the arts of battle, and when the war ended you found new uses for your weapons.

https://crateredland.blogspot.com/2022/05/glog-arts-of-war.html

Starting Equipment: Chain Armor (Medium), A tabard with your colors, Any Weapons or shields you have mastery over, A manuscript showing arts you know.

Background Question: What rank did you hold in the army?

XP Trigger: Defeat an worthy opponent in combat

Class Type: Warrior

Starting Stamina: 10

Attack Bonus: 1/2 level

Warrior Ability: You may push yourself in combat to gain a +1d bonus to attacks.

A:

Master-at-arms, Warsight


B:

Second Wind, +1 Art +1 Attack per action


C:

+1 Art & +2 Stamina or +4 Stamina


D:

+1 Art & +2 Stamina or +1 Attack Per action


A: Master-At-Arms

You have a Weapon Style you have learned in the war. Choose one from the following section to begin with. You gain more as you level up.

It will grant you abilities that can be used by Pushing Yourself. The weapon arts gain modifier based on your number of [attacks] and weapon [damage].

A: Warsight

All (successful) warriors develop a system by which they classify their enemies, so as to inform their judgments on who first to render into their constituent parts. The more intellectual warriors refer to such arcane principles as a "plus one to-hit" and an "armor class of 12", or speak of the "hit points" an enemy must be damaged at before they become a gibbering wreck.

You can see characters' mundane combat stats (if they aren't being deliberately concealed) and whether or not they have magical abilities. Mundane stats include damage die size, current and maximum hit points, armor class, and to-hit bonus.

B: Second Wind

During combat you can draw on hidden reserves of energy and regain 1d8+STR stamina. With 10 minutes rest and some food you can recover 8+STR stamina. You can do this [½level] times before you must Recover to do it again.

Weapon Styles:

  • Have no title and are always available and active.

  • Weapon Arts: Are gained from your style, you can use a weapon art by Pushing Yourself and using your number of [attacks] and [weapon] damage.

Blackpowder Style (Firearms)

A new style that is still wet with the blood that it's written in. It is unfinished and unrefined.

  • You can always find Blackpowder or the ingredients needed to make it. You gain a +1d bonus when firing cartages you made yourself. When firing a weapon with the Loading Tag you can instantly reload it once per turn.

  • Blasting Horn: You can throw a horn full of blackpowder to a nearby point, dealing [weapon] damage to all enemies within [attacks]*5 ft. This will destroy solid objects like wooden barricades or thin stone walls.

  • Double Shot: You can overload your weapon to fire multiple shots at once, making [attacks] extra attacks or dealing [attacks]× extra damage against 1 target. However on a failure your weapon misfires and can no longer be used until you repair it.

Iron Style (Weapon and Shield)

You crudely and brutally bludgeon an enemy, these knights learned to fight for war and no other purpose.

  • Your shield provides an additional armor for each two templates (rounded up).

  • Shield Bash. As an action make a single attack with +[attacks] to hit, on a hit you deal damage equal to your armor, a hit enemy is staggered granting +1d to each attack until the start of their turn. This action does not count as an attack and you may use your second action to attack again.

  • Brutal Strike. When you make an attack, freely hit your enemy for [sum]+[attacks] additional damage. They get to hit you in response, even if your attack subsequently incapacitates them. 

Banneret Style (Battle Standard)

A style often mocked but they know the power they give their allies.

  • You may use your active arts on other characters by using one of your actions on their turn to give them the benefit. You may also add [template] to any morale checks allies make.

  • Here We Stand: You may plant your banner into the ground, while your allies can see the banner and are close they can add [attacks] to a dice on their attack roll, up to a collective bonus of [weapon].

  • Fall back: You call to your allies to fall back, [attacks] allies who can hear you can move closer too you without being Riposted as a free action.

Palisade Style (Polearms or Bayonettes)

An eons old style passed from veteran to recruit, shoulder to shoulder you stand with spears ready

  • When you stand in melee range of an ally any opponents that attack them or moves into melee range may be Riposted.

  • CHARGE!: When you make an attack, you may make an additional move action as a part of the attack, additionally each of your allies in melee range can also move and attack as one of their actions on your turn, gaining a +[attacks] bonus to the attack.

  • Sweep: You may use a Maneuver against all enemies in melee your range, such as a Trip or shove, you roll once for all of them, using your [weapon] as the roll if it is higher.

Stone Style (Heavy Weapons)

Borrowed from the Goliath of Ulrich, this style rolls like a bolder with momentum and power behind each strike.

  • You cannot be moved, stopped, pushed, or knocked over. No earthly force can hold you. If you would fall, you grab onto the ledge. If a wagon or even a battering ram would hit you, it stops in its tracks (though you still take damage).

  • After you hit an enemy, you may Cleave through them with a powerful, continuous stroke. Deal [weapon] damage to the next enemy adjacent to them in a direction of your choice. Continue the cleave through up to [attacks] total enemies.

  • Steel Yourself against your foe, gaining a pool of [weapon] temporary Stamina*.

    *Temporary stamina acts as regular stamina and damage is first deal it before your stamina, you cannot heal temporary stamina and it expires at the end of combat. You cannot push yourself with temporary stamina

Willow Style (one-handed swords)

You elegantly and nobly fight, a practiced duelist you move with each attack.

  • Spend a round bragging or taunting to get +[½level] to attack and damage the following round.

  • Parry-Riposte: When an attack hits you add the [weapon] to your armor. If this would make the attack no longer deal damage, you parry their attack and may riposte, making a retaliatory attack at +[attacks] that deals +[weapon] additional damage.

  • Challenge: an enemy who can understand you (anything that has a language, whether or not they share it with you). You must close in and attack each other instead of anyone else. Once either of you has dealt [weapon] damage, the challenge is won, and whoever dealt that damage gets a free attack against the other. You may have multiple enemies challenged at once, but may make only one challenge per turn.

Sequoia Style (Sabre and Pistol)

Named for a famed squad of dragoons, the style was born from Vedoran cavalrymen

  • Your opponents do not get to Riposte when you make a ranged attack outside of melee range.

  • Mobile Fighter: You can, after making an attack, add [weapon] armor until the end of your turn, allowing you to negate damage from an enemies Riposte.

  • Feint & Draw: When you roll a melee attack you may choose, after you see the result, to deal no damage but make a ranged attack instead dealing [attacks] bonus damage.

Cavalier Style (Bodyguard/rapier)

The Cavalier's of Keshire protect their noble patrons both from bodily harm or political slight, both done with the blade.

  • Choose a charge who you protect, while you are within arms reach of your charge you both gain +1 Armor. You may change your charge at will.

  • Two As One: You may act as a reaction on your charges turn.

  • Learned Tricks: You may use an ability, such as a spell, that your charge can use.

Blademage (Magic/Bladed Weapons)

The Blademage was considered an oddity, nothing more than a novelty of magic. Until he struck down an entire contingent of witchhunters in a single blow.

  • You can cast the cantrip of Blade Magic tome at will.

  • Keep track of the highest HD creature you kill with a blade (dealing majority of the damage), this is your Notch count. You cast cast spells using Magic of the Blade with a roll number under your Notch count. When you reach 7 notches then each additional notch grants you an MD that can be added to your spells, when you reach 13 Notch you unlock the Secret of Magic.

  • Magic of the Blade: You cast a spell from the Blade Magic Tome, with [Attacks] dice, you may Push Yourself a additional times (losing an additional 2 stamina each time) to add 1 MD each time.