Sunday, August 27, 2017

Additional types of Warriors for Classic Stormbringer

Howdy, friends!  I'm back with another batch of goodies from the Stormbringer vault.

The classic Stormbringer rules state that any Warrior who rolls a 9 or 10 on a D10 also qualifies to be an assassin.  In our game, we expanded this concept to include other types of Warriors, as well.

We did something similar with the Thief class, and I'll probably be posting those rules at some point in the future. Both those rules and the rules published below are also compatible with my rules for crime and justice in the Young Kingdons, which I'm also really eager to share. And these rules all build upon my rules for starting languages in Stormbringer.

Enjoy!

Additional Types of Warriors

When a Warrior rolls a 9 or 10 on a D10 to qualify as an assassin, roll 1D100 and consult the following chart instead:

          Roll:                               Result:
         01-15                              Assassin
         16-20                              Monk
         21-30                              Archer
         31-35                              Handler
         36-45                              Minstrel
         46-56                              Marine
         57-70                              Scout
         71-85                              Quartermaster
         86-95                              Engineer
         96-00                              Commander

Results are as follows:

Assassin:  As in basic Stormbringer.

Monk: Living a monastic lifestyle in one of the greater Temples of the Young Kingdoms, the Monk picks up the following specialized skills:
  • Must have weapon proficiency in punching and kicking, one of which must be the first (50%) weapon proficiency selection.
  • One extra weapon proficiency at 25% in attack and parry.
  • Tumble 40%
  • Balance 30%
  • Plant Lore 20%
  • Move Quietly 20%
  • Speak Low Melnibonean 40%
  • Read/Write Low Melnibonean 20%
If the Monk's INT + POW are equal to 32 or more, the character is a Sorcerer of the first or second rank. The monk's monastic vows prevent the sorcerer from binding supernatural beings, but nothing prevents the monk from summoning these entities for a single use only.

Archer:  The elite soldiers of many armies, archers have the unique-- and valuable-- ability to kill from a distance.  Special skills include:
  • First (50%) weapon proficiency must be with a race-appropriate bow
  • Second and third (40% and 30%) proficiencies are reduced by -10% (making them 30% and 20%)
  • Craft (Bowyer) 25%
  • Craft (Fletcher) 65%
  • Hide 25%
  • Ambush 20%
Handler:  Animal handlers can be useful on any battlefield, complementing the attacks of armed human soldiers with the ferocity of trained attack animals. Benefits include:
  • Communication skill "(Animal) Lore" at 35% for one specific type of animal, depending upon race:
               --If human, receives 1D3 trained dogs, or 1 trained hawk
               --If Melnibonean, character is Dragon Master and receives Ride Dragon
                                   at 60%
               --If Pan Tangian, receives 1 trained tiger, but character must belong to
                                   the cult of Chardhros the Reaper.
               --If Myrhyn, receives 1D3 trained hawks or 1 trained eagle

Minstrel:  Character is one of the famed warrior-bards of the Young Kingdoms, often living by wits and thievery as much as by singing for his or her supper.
  • Juggle 30%
  • Orate 50%
  • Sing 50%
  • Music Lore 20%
  • Memorize 25%
  • Craft (Play Instrument) 65%
  • Speak Alley-Talk at (2D6)%
  • One additional spoken language at 40%
Marines: Simply put, these are Warriors aboard ships.
  • Tie Knot 25%
  • Climb 20%
  • Climb Riggings 40%
  • Swim 25%
  • Balance 30%
  • Craft (Shiphandling) (3D10)%
Scout:  Call them skirmishers, rangers, or scouts-- these elite woodsmen form the advance guard of any military unit.
  • Set Trap 20%
  • Ambush 40%
  • Track 30%
  • Hide 50%
  • See 30%
  • Search 25%
Quartermaster:  The "rear echelon" of any standing army, Quartermasters drive the supply train and keep troops fully provisioned.
  • -10% to all three initial weapons proficiencies
  • Persuade 25%
  • Credit 10%
  • Evaluate Treasure 35%
  • Conceal 30%
  • 40% chance of literacy in one language already spoken (Read/Write 35%)
  • 10% chance of Cut Purse at 25%

Engineer:  Siege warfare often requires the construction of earthworks, walls, towers, and tunnels. These specialists are often well-educated and highly-respected members of an army's leadership.
  • Craft (Architect) 25%
  • Craft (Stonemason) 50%
  • Craft (Mining) 30%
  • Craft (Carpenter) 20%
  • Make Map 35%
  • Set Trap 15%
  • Climb 20%
  • 50% chance of literacy in one language already spoken (Read/Write 50%)
Commander:  The character once commanded an army or large fighting company. Add 3D6 to the character's starting age, as well as the following skills:
  • Additional 2D4-2 skill improvements at character creation
  • Persuade 50%
  • Make Map 50%
  • Navigate 50%
  • Literate class (skill in Speak also counts toward Read/Write)
  • Double starting money
Additionally, Commanders roll 1D4 and consult the following table:

        Roll                    Result
          1               Character is considered an outlaw in the nation of his or her
                                   choice.
          2               As above, but character is also owed a favor by the ruler of a
                                   neighboring kingdom
          3              Character is a minor noble and owns property as a member
                                   of the Noble class.
          4               If Melnibonean-- character suffered humiliation of being driven
                                   out of Filkhar, Argimiliar, and/or Jharkor with the decline of
                                   the Bright Empire. Character is probably still hated by the
                                   populace of this nation.
                           If Pan Tangian-- character commanded a military campaign in
                                   Dharijour, and is an official of some importance there.
                                   Character starting languages are automatically Common
                                   100% and Mabden 20%, and, if character is also a noble,
                                   all properties owned are assumed to be in that nation.
                           Otherwise-- character was enslaved by either Pan Tang or
                                   Melnibone during a lost military campaign.

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