Warrior Tables

 

How the system works

Go to the table directed by your previous rolls , and toss the dice. Take the appropriate Skill, Power, Perk or whatever and deduct the cost from the points you had left over after generating your Stat.s. Repeat until you run out of points! If you roll something you already have, then simply increase the value by one step. That's all there is to it!

 

Warrior Training

Roll 2d6. Find the first roll in the first column, and the second roll in the second. If you have two dice of different colours, specify one as the red column and one as the white and then you can roll both at once.

Roll 1

Roll 2

Cost

Benefit

1-2
1-5
var.

Combat Skill Levels. Roll 1d6

  • 1-2. +1 OCV with one weapon (2 points)
  • 3-4. +1 CSL with one weapon (3 points)
  • 5. +1 CSL with hand to hand combat (5 points)
  • 6. +1 with all combat (8 points)
1-2
6
3

Demolitions (Siege Egineer)

3-4
1
3

Interrogation

3-4
2-3
3

KS: (CHA based)

  • 1. Battle Magic
  • 2. Famous Castles
  • 3. Famous Warriors
  • 4. Heraldry
  • 5. Military Forces
  • 6. Military History
3-4
4
13

Martial arts (Advanced swordfighting)

8

Multipower : 17 point reserve - all attacks only with sword (OAF-1)

1

(u) Disarm (17) +5 STR for disarm only (-1), -1 DCV

1

(u) Lunge (16) +5 STR (for strike only, -1), +2 DCV

1

(u) Parry (10) +2 OCV, +2 DCV

1

(u) Slash (14) +5 STR (only for Strike, -1), +2 OCV

1

(u) Thrust (11) +1 OCV +3 DCV

3-4
5
3

Paramedic (Healer)

3-4
6
3

PS: Soldier (CHA based)

5-6
1-2
var.

Range skill levels (roll d6)

  • 1-3. +1 with a single attack (1 1/2 points)
  • 4-5. +1 with three specific attacks or a close group (2 points)
  • 6. +1 with all ranged attacks (3 points)
5-6
3
3

Riding

5-6
4
3

Tactics

5-6
5
2

Weapon Familiarity. Roll 1d6. If you roll a weapons familiarity you already have, then simply take two points in other Weapon Fam.s.

  • 1-2. Common melee weapons
  • 3-4. Common missile weapons
  • 5-6. Two specific weapons
5-6
6
2

Weaponsmith. Roll 1d6

  • 1-5. Muscle-powered weapons
  • 6. Siege weapons

Combat

Roll 2d6. Find the first roll in the first column, and the second roll in the second. If you have two dice of different colours, specify one as the red column and one as the white and then you can roll both at once.

Roll 1
Roll 2
Cost

Benefit

1-2
1
5

Brawling (+1d6 HA)

1-2
2
3

Breakfall

1-2
3-6
var.

Combat Skill Levels. Roll 1d6

  • 1-2. +1 OCV with one weapon (2 points)
  • 3-4. +1 CSL with one weapon (3 points)
  • 5. +1 CSL with hand to hand combat (5 points)
  • 6. +1 with all combat (8 points)
3-4
1
var.

Combat Skill Levels. Roll 1d6

  • 1-2. +1 OCV with one weapon (2 points)
  • 3-4. +1 CSL with one weapon (3 points)
  • 5. +1 CSL with hand to hand combat (5 points)

6. +1 with all combat (8 points)

3-4
2
5

Combat Sense

3-4
3
10

Danger Sense (11-, in combat only)

3-4
4
3

Defence Maneuver

3-4
5
3

Fast Draw

3-4
6
10

Find Weakness (11-, one specific attack)

5-6
1-2
var.

Range skill levels (roll d6)

  • 1-3. +1 with a single attack (1 1/2 points)
  • 4-5. +1 with three specific attacks or a close group (2 points)
  • 6. +1 with all ranged attacks (3 points)
5-6
3-4
2

Weapon Familiarity. Roll 1d6

  • 1-2. Common melee weapons
  • 3-4. Common missile weapons
  • 5-6. Two specific weapons
5-6
5
2

+2" Superleap

5-6
6
2

+1" Running

Heroic Feats

Roll 2d6. Find the first roll in the first column, and the second roll in the second. If you have two dice of different colours, specify one as the red column and one as the white and then you can roll both at once.

Roll 1

Roll 2

Cost

Benefit

1-3
1
10

Aimed shot
+4 OCV in combat, only to offset location penalties

1-3
2
15

Battle Magic
Rune magic : 30 point multipower - all slots take Incantation (-1/4), full phase (-1/2), Skill roll (-1/2), Focus (Enchanted paints, powders and knives, OAF, hard to replace -11/4), Concentration (1/2 DCV, -1/4), requires Mana (-1/4) for a total of -3.
5 ultra slots at 1 point each
Mage skill (CHA based)

1-3
3
20

Berserk rage
50% Damage reduction vs PD, resistant, only Stun (-1/2), only when berserk (-1)
+ 10 STR, no figured Cha (-1/2), only when berserk (-1).
NB - to take this power character automatically gains a Berserk Disadvantage

1-3
4
10

Blinding
2d6 Flash vs sight (flicking blood or sand into eyes etc). Requires weapon of opportunity (-1/2), unranged (-1/2)

1-3
5
10

Body or Shield Slam
3d6 HA, Trigger (+1/4), Double KB, (+3/4), 1 recoverable charge (-1 1/2), must make successful blocking roll (-1/2)

1-3
6
7

Block
8 PD Force wall. Requires weapon, OAF (-1), only vs attacks that can be blocked (-1/2), must be aware of attack (-1/4)

4-6
1
9

Counterstrike
1d6 HKA damage shield (+1/2), requires weapon OAF (-1), only on successful block (-1/2)

4-6
2
5

Lack of Weakness: 5 points

4-6
3
10

Toughness I
4 PD, 2 ED armour, totally invisible (+1), doesn't stop first body of each attack (-1/4)

4-6
4
15

Toughness II
50% Damage reduction vs PD, resistant, only Stun (-1/2), requires CON roll (-1/2)

4-6
5
7

Toughness III
Regeneration: 2 points gradual effect, 1 day (-2)

4-6
6
8

Two handed combat
1+1 d6 HKA, autofire 2 (+1/2), OAF (-1), requires 2 hands (-1/2), only up to damage of weapon used (-1/4), STR Min (-1)

 

Warrior Perks

Roll 2d6. Find the first roll in the first column, and the second roll in the second. If you have two dice of different colours, specify one as the red column and one as the white and then you can roll both at once.

Roll 1
Roll 2

Cost

Benefit

1-3
1-2
2

Contact (on an 11-, roll d6)

  • 1. Senior member of the city guard
  • 2. Senior member of a criminal fraternity
  • 3. Senior member of a temple
  • 4. Senior member of a military organisation
  • 5. Powerful character-type
  • 6. Member of the nobility
1-3
3-4
1

Favour (on an 11-, roll d6)

  • 1. Senior member of the city guard
  • 2. Senior member of a criminal fraternity
  • 3. Senior member of a temple
  • 4. Senior member of a military organisation
  • 5. Powerful character-type
  • 6. Member of the nobility
1-3
5
1

Perk: Member of a military organisation or warrior band

1-3
6
2

Perk: Member of the lower nobility

4-6
1
5

Money: Well off.

4-6
2-6

Roll on the: (roll d6)

 

Warrior Disadvantages

Roll 2d6. Find the first roll in the first column, and the second roll in the second. If you have two dice of different colours, specify one as the red column and one as the white and then you can roll both at once.

Roll 1
Roll 2
Points
Notes
1-2
1
5 or 10

Age.
You have become elderly in the course of your adventures. You may have to go back and decrease some CHA to meet the extra cost if you exceed the required maximums

1-2
2-3
10

Enraged.
You have a hair-trigger temper. You can be set off by (roll d6):

  • 1-2. being insulted (11-/14-)
  • 3-4. being thwarted (11-/14-)
  • 5. being pestered by the authorities (11-/11-)
  • 6. Your religion is insulted (14-/11-)
    If you roll this disadvantage again, change it to Berserk.
1-2
4
5

Dependance.
You are an addict. You suffer 2d6 damage if you go (roll d6):

  • 1-4. More than an hour without a drink. (Sot!)
  • 5-6. More than 5 hours without a drug.

If you roll this disadvantage again, increase effect by 1d6.

1-2
5
10

Dependant NPC
You have someone else in your life! Roll d6:

  • 1-3. A servant (Normal, 8-)
  • 4-5. A trusty sidekick (Slightly less powerful, 11-)
  • 6. A fellow warrior (As powerful, 14-)

If you roll this disadvantage again, increase frequency of appearance, by one step, or decrease power of DNPC one step.

1-2
6
5

Distinctive features.
A vast collection of scars wreathing your mighty forearms. Fearsome tattoos writhing across your shoulders. In any case, something easily concealed, that causes no great reaction. If you roll this disadvantage again, increase the reaction or noticability one step.

3-4
1-2
15

Hunted.
You have attracted the attention of (roll d6)

  • 1-2. The city guard (NCI, less powerful, limited geographical area, 11-)
  • 3-4. A rival warrior (As powerful, limited geographical area, 11-)
  • 5. A powerful magus (time to generate another random character! More powerful, 8-)
  • 6. The local lord (More powerful, NCI, limited geographical area, 8-)
3-4
3
10

Physical Limitation
A limp. A missing eye. A hunchback. Something that afflicts you constantly, but impairs you only slightly. The warrior's lifestyle exposes you to a panoply of chances to acquire minor injuries. If you roll this disadvantage again, increase the level of impairment one step. (A hook hand, for example). You may - if you need the points, take a distinctive feature based on this, or combine them if you already have one (A wooden leg, for example).

3-4
4-6
15

Psychological limitation

  • Money hungry
  • Code of Chivalry
  • Wanderlust
  • Defender of the weak
  • Honest - keep your word (the letter of it, anyway!)
  • Robin Hood complex - gives profits to the needy
  • Sucker for a pretty face
  • Cannot strike a woman
  • etc

If you roll this disadvantage again, just take another one. If you are pressed for information you can always visit the Master List of Psychological Limitations,

5-6
1

Psychological limitation

  • Money hungry
  • Code of Chivalry
  • Wanderlust
  • Defender of the weak
  • Honest - keep your word (the letter of it, anyway!)
  • Robin Hood complex - gives profits to the needy
  • Sucker for a pretty face
  • Cannot strike a woman
  • etc

If you roll this disadvantage again, just take another one. If you are pressed for information you can always visit the Master List of Psychological Limitations,

5-6
2
10

Public ID
Your famous - or infamous - deeds precede you. People recognise your face wherever you go

5-6
3-4
10

Reputation
Ha! People recognise you for what you are.

  • 1. A sucker - a real softy (11-)
  • 2. A violent swordswinger (8-, extreme)
  • 3. Honourable and upright (11-)
  • 4. Coward (11-)
  • 5.Will do anything for money (11-)
  • 6. Murderer (8-, extreme)
5-6
5
5

Rivalry
You'll show that scheming, two-bit, no-good... Roll d6.

  • 1-3. Romantic Rival
  • 4-6. Professional Rival (time to roll up another random character!)
5-6
6
5

Unluck
Somehow, things never seem to go your way. 1d6 of unluck. If you roll this disadvantage again, just take another d6.

The use of this table is fairly self-explanatory. However, there are a couple of points to note. First, since characters in my Fantasy level games are usually built on a 50 or 75 point base, they have a limit of 25 points from any one category. However, for random NPCs you may or may not want to enforce this. Second, to make life easier, I don't insist that random NPC's points totals balance totally. If they get lucky on the Disadvantages, then they just get handed a bunch of experience. However, if something is rolled, and points are lacking, I will often just add an extra disadvantage if it seems appropriate. For instance, a character rolls up the reputation "coward", and since he's only got the one disadvantage, I decide the reputation is true and add in the Psychological limitation "coward". Of course, a reputation might not be true! Either way, I tend to do this adjustment at the end of the process, and only if it seems obvious.

As always, change this approach to suit yourself!

 


To the Character Archive

To Herolinks

To the Frontpage

1