Warrior Archetype
If this is the sort of character framework you are looking for, you can find all the linked material you need.
Otherwise, if you are still undecided or need help with a character concept, see the
Getting Started guide. Archetypes are very useful to envision a 'typical'
character of a particular type; especially for GM's to consult instead of having to create each NPC individually.
Archetypes define the nature of a character, their inherent level of drive and commitment to the path
their label describes. Their definition reflects typical starting character values; values for PC's
do not have to correlate exactly. Archetypes grant a set of enhancements and set the lifetime direction for your character. Enhanced rules make use of these, granting further gains and abilities.
Overview
The warrior is a master of combat, using all manner of fighting skills and items.
Though weapons and items can be used by anyone, their aptitude and attribute focus means few or no penalties for the warrior.
They are typically familiar with more and can use the more effectively.
Warriors use armor and weapons of all kinds in combat, maximizing the methods of fighting they have learned.
Heavier warriors usually wear armor and carry larger weapons, maximizing their muscle for dealing damage and stamina for toughness to take volumes of damage.
Lighter warriors typically focus on fending and evasion, relying on their coordination and reactions for more actions with smaller weapons and shields.
Earned CP goes toward familiarity in more weapons, wearing armor effectively, dealing with damage, and skills groups
such as
combat,
armed,
ranged,
many also have
unarmed,
practical, and
medical.
The warrior is not one dimensional however - there are many variations that rely on other secondary focuses - scouts, survivalist, medic, technical specialist, etc.
Requirements
The requirements follow all the usual requirements for archetype kits.
- The best practice guidelines must be adhered to for kits to be used.
- Kinetic aptitude (primary) must be at least three (3).
- Only a single kit can be declared. It must be declared when the character is created.
- Any attempt to increase non-primary aptitudes costs double.
Benefits
- Primary aptitude is Kinetic.
- Primary attribute is Muscle or Coordination [Chosen].
It is easier to increase the primary attribute; one less CP per level.
- Primary skill group choices are:
armed/unarmed/ranged/athletic
- One skill within the primary skill group [primary skill] is granted for free (1 CP value)
- The primary skill can have a base proficiency level of 3, instead of the limit of 2 by best practice.
- Any sort of learning checks for skills within the primary skill group gain a +1.
- Character is granted 5 extra points of chi.
- The character starts with 2 familiarity weapon groups at no cost.
- The character starts play with a weapon of improved heft (+1 base damage) or improved munitions granting a +1 base damage bonus
- The character starts play with armor that would normally be granted with the equipment trait + armor use skill -
regardless if they possess those. If they already do, they gain a second suit of the same as backup.
- The second level of the toughness trait is half cost (1 CP instead of 2).
- Access to the Warrior Path
Fighter: The Warrior Path
The core rules represent basic aspects related to characters. The limits of
core ability creates may provide little incentive for characters to advance far in their archetpye directions,
requiring the GM to improvise benefits beyond core abilities. Archetype paths
are a core extension that provides continued focus and direction for archetype characters.
Adopt the warrior archetype path.
A Warrior Character Example
(Template: Basic Warrior [Fantasy])The basic warrior is the professional fighter. They are serious about the martial arts and all their skills go into those skills. They are tough and rely on power and armament.
Species Reference: Human (Size: 10)
(Remaining CP = 4)
Aptitudes
Faith = 0 / Kinetic = 4
/ Magic = 0 / Psychic = 0
Attributes
| Attribute | Value | Adj. |
| Coordination | 4 | |
| Reactions | 4 | |
| Health | 4 | |
| Vitality | 6 | +1 CS |
| Muscle | 6 | +1 CS |
| Stamina | 6 | +1 CS |
| Reason | 3 | |
| Sanity | 3 | |
| Charisma | 4 | |
| Willpower | 4 | |
| Intuition | 3 | |
| Perception | 3 | |
Skills
Core:
Language (4; primary), Mobility [Type] (native at +X)
Other:
Armor Use (1),
Fend (3),
Grapple (2),
Medical: Aid (1),
Melee (4),
Propel (1),
Repair (1),
Shoot (2)
Traits
Kinetic Faculty,
Toughness (2)
Combat
| Base Resilience | 60 [not incl. toughness or other modifiers] | |
Kinetic Power
PUSH: The warrior can draw on their inner energy to hammer their opponent with fast blows
using the chi power of "push".
The warrior has little concern with aught else but weapons and armor. Offensive and defensive measures
are their primary contributions. This does not mean they are one dimensional -
measures of any kind can be the result of many things depnding on the milieu and technology involved.
Warriors will usually not adopt cheap and fast solution unless they have to. A warrior must depend on their offensive and defensive
measures and is more interested in something they can trust with their life - however limited, as opposed to
something more effectual but not consistent.
Armor: The stronger the better. As long as it fits within their comfort range
and is not encumbering. A good warrior also knows too that encumbrance is acceptable if it comes with
overwhelming defense - and is willing to use whatever comes their way.
Weapons: Weapons will be chosen which maximize the attributes and
skills of the character. Warriors have good knowledge of all types of weapons, typical taking multiple broad group
familiarity in order to be useful in multiple situations and places.
Simple Items
See the technology section of the core rules for information on items.
Specifically, see the armor,
weapons, and consult the GM for any available
weapons of quality (for improved offensive measures) for use in your milieu.
Acquiring Items
Warriors contacts are typically centered around procuring weapons, armor, munitions and
counter measures. A great deal of the warrior's time and money are used to ensure they have top quality items
to deal damage and take it as well. They research technology and capability of all manner of weapons -
even those they lack in order to at least assess threat relatively well.
Equipment Trait
The equipment trait, in addition to the formal mundane items it grants, represents additional
starting items unique to the warrior archetype.
Creating Items
At the very least, warriors are adept in repairing their weapons and armor - whatever their technology. In
the case of failure or damage, a warrior must know how to restore these measures
to some working state. Mythology has references to warriors creating their own items, though by and large
historical examples are lacking. The warrior relies on the tradesman to advance and fabricate the technology - though the warrior
may have lores and reference information around technological progresses to keep current
in order to better assess threat and counter measures.