Reaping What You Didn't Sow (GLOG class: Fighter)
The warrior occupies a place of prestige and admiration, but always at an arm's length; your presence is a sign that if something hasn't already gone wrong, it's about to. In times like these, you can always find work or make your own.
Some people say that there is an art to war.
Those people are wrong. War is a trade, and you are its apprentice, journeyman, and one day, master.
Another misconception: history isn't built. It's carved.
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| Théodore Valerio |
WARRIOR
Skill: 1. Folklore. 2. Battlefield Surgery. 3. Mountaineering.
Starting items: Medium armor, an unimpressive but trusty steed, two Tools of the Trade, and your choice of: a medium melee weapon, a pistol (1d10 damage, one handed, range 20', takes a minute to reload), and 10 bullets with paper cartridges; a light melee weapon, a rifle (2d6 damage, two handed, range 40', takes a minute to reload), and 10 bullets with paper cartridges; or a medium melee weapon and a shield.
Skill: 1. Folklore. 2. Battlefield Surgery. 3. Mountaineering.
Starting items: Medium armor, an unimpressive but trusty steed, two Tools of the Trade, and your choice of: a medium melee weapon, a pistol (1d10 damage, one handed, range 20', takes a minute to reload), and 10 bullets with paper cartridges; a light melee weapon, a rifle (2d6 damage, two handed, range 40', takes a minute to reload), and 10 bullets with paper cartridges; or a medium melee weapon and a shield.
Gain +1 to hit and +1 MOVE or INIT per template.
A Cold Blood, Tradition
B Hot Steel, +1 damage
C Man-Eating Lion
D Lion-Eating Man, +1 damage
As a Warrior, you cannot fumble with any weapon, unless it's something impractical or extremely strange. You can wear any armor, use shields, and properly ride a horse in combat without getting bucked off.
Cold Blood
In initiative, you always go before foes with less than [templates]+4 HD. Only your fellow Warriors and a few edge cases are immune to this.
Tradition
There are a lot of ways to kill people, and no fewer reasons. Where, or who, did you learn from? Choose a Tradition:
1. Common Killer. A regular soldier, never promoted beyond your competence, and nothing less. You have +2 inventory slots and +2 HP.
2. Born For War. A knight, or other caste of people trained from an early age to kill. Like it or not, you took up the family trade. Your allies gain advantage to attacks against targets you've already made an attack against this round. Also, you have the legal right to quarter yourself and your companions in people's houses for the night.
3. Unwilling. Maybe you were conscripted straight from the farm, maybe it was this or prison, but you had the choice of getting good or getting dead, and you chose. You can move an extra 10' per round while fleeing, and can identify the GP value of treasure (objects serving no purpose but to be valuable and pretty) down to the highest place (ones, tens, hundreds) with a minute of careful study.
4. The Grain-Flail. A militant arm of lay-priests, lacking in official Church sanction but making up for it in the adoration of common folk. They are the bane of undead and cattle rustlers alike. Start with 1 MD and the spell Heal:
- Heal. Touch a target and they regain [sum] HP.
6. The Legion in Glass. Inevitably, the talents of alchemists are turned towards making better soldiers for a new age of war. They still haven't made them yet, but they have made you. Once per round, you can take 1d6 damage to make an additional attack or to pass a failed test against a physical effect.
7. Katabasis Anabasis. Every once in a while, some madman will lead a crusade into the world under the world, determined to pick clean the carcasses of ages past. It's a long way down, by God, but it's an even longer way up. You suffer no penalties for dim light, and can treat any organic matter as rations if you boil it for an hour first, even if it's decaying or poisonous.
8. Wise One. The god Thunder Over the Mountain is the god of magic and of war; with steel in your hand and spells in your mind, you wield the truest expression of power. At least, that's what your master told you at the ceremony. Start with 1 MD and the spell Lightning Ward:
- Lightning Ward. For [sum] rounds, anybody who strikes you in melee must save or take 1d6 damage.
Once per round, you can parry an incoming melee attack to reduce the damage by 1d4+[templates]. If this would reduce the damage below zero, the attacker takes the negative as damage.
Man-Eating Lion
Your attacks cleave- that is to say, if you reduce a target to 0 HP, the excess damage carries over to an adjacent target using the original roll to hit. You can even do this with firearms and other ranged weaponry, as long as the targets are standing in a line or something. There is no limit to this but plausibility.
Lion-Eating Man
You take an additional full turn in combat, rolling initiative for it as normal.
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| Jean-Léon Gérôme |
Tools of the Trade:
- Three hand grenades. When clearing rooms, accept no substitute. 2d6 damage to uncovered targets in a 20' radius, SAVE for half. 1/3rd of a slot each.
- Henchman. 6 HP, 10 in every stat, 8 morale. Loyal, but not suicidally so. When you reach D template, they become an A template Warrior of your Tradition.
- Missile. An iron-cased fragmentation rocket on a 10' wooden pole. Launches one round after ignition and flies for 200', with a roll to hit against AC 10 required to hit targets further than that and a -1 to hit for each 100' after. 3d6 damage in a 25' radius, SAVE for half. 2 slots.
- Terrifying mask. A brazen skull with curling horns, big enough to fit over your head as a helmet. Bizarre internal acoustics render even gentle whispers into furious, incoherent shrieking. -1 to enemy morale when worn. 1 slot carried, 0 slots worn.
- Six rations. Sesame and honey bars with biltong on the side, wrapped up neatly in waxed paper. Not too shabby. 1/3rd of a slot each
- The Chariot Romance. The life, deeds, and martyrdom of Saint CHARIOT, Nechtanebus the Great, a bold general among the djinn and an early ally to the Church. So that his own army might survive the wrath of the immortal Tin-Shod King Dyaus, he turned his chariot around to face the enemy alone. Consulted from in one hand, it grants the skill Small Unit Tactics. 1/3rd of a slot.
- Steel torch. A sturdy metal frame with an internal reservoir for oil and a leather grip to keep your hands from burning. Effectively a refillable torch that won't break when you hit things with it. Comes with 24 hours of oil. 1 slot for the torch, 1/3rd of a slot for the oil.
- Horse armor. Medium armor, but for your horse.
- Hound. 1 HD, AC as leather, +1 to hit, bite 1d6. Obeys your spoken commands, loyal to you unto death. Acts on your initiative.
- 50' of rope and a grappling hook. 1 slot and 1/3rd of a slot, respectively.
- Good bedroll. Actually quite terrible, but you've gotten so used to this ratty thing that you can comfortably sleep on it just about anywhere. 2 slots.
- Fine clothes. The kind of thing that makes people forget you're an itinerant murderer. +1 reaction. 1 slot carried, 0 slots worn.
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| Salvator Rosa |



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