The fighty sorts are always the first class I look to when I'm peeking at a game - it's likely because its my favorite sort of character to play, but I think its also because its the anchor for most fantasy games. That or the specialist/thief (soon y'all), but you know what I mean.
Warriors in Break!! are intended to be the lateral thinkers, the ones who slice the Gordian knot in two, kick the door down or at the very least move while everyone else is thinking way too hard. This isn't to say warriors are dumb; simple isn't stupid, and charging in often means you are going to have to think on your feet a lot.
Check the primer for a few terms that come up. There are some other gamey things here and there, but I think they are self-explanatory, or at least interesting enough to provoke commentary and questions.
Anyway too, stuff is subject to change. I've picked and refined this a good deal already, but I know full well I'll likely do it again and again, probably guided by your suggestions.
The Warrior
Weapons: Any
Armor: Any
Base Combat Stats
Rank
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Attack
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
+7
|
+8
|
+9
|
+10
|
Hearts
|
3
|
3
|
4
|
4
|
5
|
5
|
6
|
6
|
7
|
7
|
Aptitude Progression
Rank
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Might
|
8
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
16
|
17
|
Deftness
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
Insight
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
13
|
14
|
Grit
|
7
|
8
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
16
|
Aura
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
Warrior Origin
d12
|
Occupation
|
Description
|
Purview
|
Starting Gear
|
1
|
Ronin
|
You are a wanderer without home or cause. While freedom has its benefits, it doesn't pay well - you may be adventuring just to get some food. The weapon you carry suggests it might not have always been this way, though you may have just found it.
|
Cheaply maintaining your equipment, judging another’s motives and hiding your own, intense stare-downs
|
Long Grip Weapon, Traveller’s Bag and a suit of Skirmisher Armor
|
2
|
Gladiator
|
Once you were owned and made to fight for sport. You were made free by your deeds in the arena (or by your former master’s lifeblood) and have now turned your back your past, though not on the skills that make you who you are.
|
Bloody Spectacle, Intimidation and other loud forms of communication, sizing up other fighters
|
A Chain weapon, Skirmisher Armor, Armor spikes OR a Net
|
3
|
Barbarian
|
You’re not from normal, civilized stock. You are from a harsher place or culture, one where might and ruthlessness are the only things that guarantee survival. You also may just be really, really rowdy.
|
Surviving in the wilderness, Overt displays of strength, sniffing out foul sorcery
|
A Heavy Weapon, A savage token and a Waterskin.
|
4
|
Strider
|
You learned the skills of a hunter at a young age, and have used them to eke out your existence one way or another. Bounty Hunter, Yeoman, Scout - your talents are valued regardless of your vocation.
|
Tracking something down, recognizing naturally occurring flora and fauna, spotting a hidden enemy or other danger
|
A Pulled Weapon, Skirmisher Armor and a quiver.
|
5
|
Warrior Acolyte
|
Reared and trained in a cloistered environment, you are indoctrinated in some sort of faith, though which is up to you. Now a Temple Knight, Fighting Monk or bloody handed cultist, you travel to spread your faith and slay its enemies.
|
Knowledge of creatures of both Light and Darkness, Inspiring sermons, rituals both sacred and abhorrent
|
A Holy Item, Bastion Armor and a vial of Bright Water or Shadow Ichor
|
6
|
Town Guard
|
Every community has someone around to keep the peace. You had such a job, and gained a natural air of authority and some combat prowess as a result.
|
Seeing through a lie, Interrogation, dealing with a lot of troublesome people at once
|
A Standard Shield, Bastion Armor, and a pair of shackles
|
7
|
Unlikely
|
Your life was going one way, but something happened that turned you to violence and strife. It may have just been boredom.
Roll or choose an entry on the Specialist Origin table instead of this one.
|
As per your selected origin on the Specialist’s list, and you likely leap at the chance to use them.
|
As per your selected origin on the Specialist’s list.
|
8
|
Conscript
|
You were a soldier, but not by choice. Drafted into the army to fight a war you had little to do with, you learned to kill or be killed. Its likely you were unable to fit back into proper society, or didn't have a home to come back to at all.
|
Military discipline, maintaining equipment, pulling off a blank, unreadable expression.
|
A military uniform, Bastion Armor and a Reach Weapon
|
9
|
Officer
|
Some survive war. You thrived in it, able to become a hardened warrior and leader. It’s your calling, like it or not. You've likely left the army for mercenary work or something similar. It may be that peace just isn't in you anymore.
|
Squad based leadership, shouting above a clamor, etiquette when dealing with a “superior”.
|
An Officer’s uniform, Suit of Bastion Armor and a small mechanical missile weapon (usually a pistol)
|
10
|
Warrior Caste
|
You were born into a warrior caste, and have known battle since your youth. Your culture calls you a Knight, Samurai, Cataphract, or something else that strikes both fear and awe in the hearts of others.
|
Courtly Etiquette, caring for and training mounts,and a cultured art of your choice, such as calligraphy, satire or painting.
|
A suit of Paragon Armor, War Mount, and a standard shield with the symbol of your caste on it.
|
11
|
Blooded
|
Coursing in your veins is the blood of something not quite human. Your descendants may have been great heroes or terrible monsters, but the result is the same; an increased affinity for the arcane.
|
Heroic legends, lore about old rituals and other ancient magic, inspiring others with presence alone.
|
A stylized suit of Paragon Armor, A Heavy Weapon and a small Star-gem or shadow-stone.
|
12
|
Otherworldly Warrior
|
You've seen some rough stuff in your life; back home you were a cop, soldier, or really anyone who knew the burden of a gun. Something weird happened though, and you ended up somewhere even weirder. Now you are just looking for a way to get home - or maybe you’re relieved to have found a place where you always have a purpose.
Note: Characters with this origin are always Human
|
Knowledge of various fictional worlds that line up a bit with the place you are now, various anachronistic skills
You begin the game with a comprehension of 1, thanks to coming from a place where high technology is far more common.
|
A protective vest or other heavy clothing that serves as Skirmisher Armor, Some sort of rugged clothing,and a Pistol that counts as a small mechanical weapon that can be fired 6 times before reloading.
(It will need to be modified by a master armsman before you can use native ammunition with it, though!)
|
Innate Class Abilities
Slayer: If a Warrior strikes a finishing blow against an opponent in melee, they may attack another foe that they are engaged or adjacent to. This may be performed a number of times in a round equal to the Warrior’s rank.
Warriors whose speed is fast or higher may engage and attack a new enemy thats up to one area away if there are no applicable opponents adjacent to them when using this ability.
Tooth and Nail: Any attack made by Warrior of Rank 3 or higher counts as Techno Relic or Artefact for the purposes of damaging enemies who are immune to mundane weapons.
Into the Fray: Warriors may attempt a basic Combat Stunt without making a wager.
Elective Class Abilities and Boons
Warriors may select a new Ability or Boon at ranks 2, 4, 6, 8 and 10. They have been numbered so that a player may opt to roll randomly instead of choosing, if desired.
Standard Abilities and Boons - These may be selected at any Rank.
- Gallant - While all those who live by the sword must show some courage, there are those who can laugh in the face of incomprehensible terror. This ability grants the warrior immunity to supernatural fear. If they shout some encouraging words whenever such a save would come up, any allies within earshot gain an edge on their own roll.
- Butcher - Monster slaying is a gruesome business, but that doesn't stop some warriors from making the most of it. Warriors with this ability can create rations from slain creatures with a successful grit check and a one handed cutting implement. A standard sized or small creature will yield 1d4 days worth of rations, large or colossal ones will net one 2d6 days worth, while diminutive ones will simply provide a satisfying snack. In addition, the butcher may also harvest a single monster part during this process. It should be noted that this ability is unlikely to function against inedible creatures, such as undead or mechanoids.
- Pathfinder - Wandering sellswords, military scouts and rangers all need to be able to find their way in the unknown. This ability allows a PC to act as a guide during overland travel. In addition, they may may attempt to track another creature on a successful insight check or an opposed insight/deftness check, if said target attempted to cover its trail.
- Sapper - Pioneers, Miners and Engineers, Sappers are adept at constructing temporary structures in a hurry. These are generally siege engines, but things like bridges, shelters and even other war machines are not out of the question. The warrior is able to build such a thing in a few hours or less with access to the proper materials and a successful insight check, but it will not last more than a single use or so. The equipment chapter provides several example vehicles and structures, but the character can likely make anything the player thinks up (and the GM approves of.)
- Tactician - A working knowledge of battlefield maneuvers and a cool head can mean the difference between life and death for an adventuring party. This ability grants any group lead by its bearer a +1 bonus to initiative rolls. Once per combat, a tactician may grant another party member an additional action during their turn. This may not be an attack or spell, so this is often utilized to get someone to safety or into position for a stratagem of sorts. Using this part of the ability counts as a minor action on the tactician’s part.
- Runner - This warrior’s training not only increases their speed by a step, it also means they are no longer fatigued after a forced march. A second day of forced marching will penalize them normally.
- Iron Fist - Masters of a bare handed martial art or a simple tavern brawler, this warrior forgoes all the disadvantages of fighting unarmed while retaining all the benefits. Characters with this ability may also attack as if they were fighting with two weapons as long as at least one hand is free.
- Brute - The quickest path is often right through whatever is in the way. This ability grants the warrior an edge on any Attack rolls dedicated to smashing, snapping, or sundering something. Stunts combining these with a normal attack do not receive this bonus. These attempts may also be made barehanded, negating the need for something harder than the target object - though only warriors of 3rd rank or higher are able to smash something magical without an enchanted weapon.
- Gutspitter - Most warriors carry both a ranged and melee weapon on their person. Others see little point in that. This ability allows a warrior to attack with a missile weapon without hindrance when engaged in Melee, as well as allowing them to use their Slayer ability with ranged attacks..
- Yeager - Some refuse to be food for titanic monsters. These warriors always do two hearts worth of damage when hitting a colossal monster’s strike points, and have an edge when making saves against their colossal based attacks.
- Radiant Champion (Boon, Light) - Sworn to the cause of the Bright, this warrior is protected by that brilliance. The Warrior’s light grants them protection from the otherworldly. Extraplanar creatures, dark undead or those from the wylde are considered to have a snag when attempting to harm or hinder the knight.
- Gloom Blade (Boon, Dark) - Darkness guides this character’s hand while dealing death. Once per fight, the Marauder may channel this power and deal an extra heart of dark damage with an attack. This may be used after an attack roll has been made.
Advanced Abilities and Boons - The may be selected once the Warrior has attained a Rank of 5 or higher.
- Kensai - There are those who have mastered their blade. The sword saint can select two of the below techniques when selecting this ability.
- Whirlwind Strike - This technique allows the warrior to strike every foe currently engaged with them, though this attack is at a -3 penalty.
- Left hand of life, Right hand of death - The Warrior may sacrifice some of their attack bonus to receive an equivalent defense bonus. The character receives a +1 to their defense for every -2 they take on their attack rolls, though this ability cannot drop said bonus below 0. The use of this ability must be announced before the character makes any attacks and may be adjusted at the beginning of each round.
- Roar of the Spirit - To use this ability, the warrior must glower at the intended targets and make an Aura check. Success means that all hostile, intelligent enemies within shouting distance will step back and will not engage the warrior unless they strike first. This ability has no effect on any creature or adversary with a rank equal to or higher than the Warrior’s.
- Wind Erodes the Mountain - This ability allows the Warrior to quickly assess an opponent’s defense and bypass it. On a successful insight check, this warrior may opt to ignore an opponent's defense bonus from worn armor OR high speed. This bonus lasts until the end of the current combat and may not be stacked with itself. Using this ability takes a full action.
- Dual Fang Strike - This technique allows the warrior to strike the same opponent twice in the same round, though both attacks are at a -3 to hit.
- Faith in the Wind - The warrior no longer has any penalties when using a missile weapon while moving, and has a +2 to attack rolls when firing while stationary/aiming.
- Strategist - Tacticians live in the moment and Strategists two steps ahead. If the Warrior’s side wins initiative, they may force the enemy side to declare its actions before their own. They may then act accordingly, acting before or during their foe’s maneuvers . This ability may only be used once per battle.
- Void Master - Those able to obtain balance in their soul remain undistracted by the outside world. Warriors who have this ability may ignore all situational penalties to attack and defense, including total darkness or blindness. A character must have a Twilight or Free allegiance to keep this ability.
- Polymath - No one lives well through strife alone. Selecting this ability allows the warrior to select a single standard ability or boon from the Specialist’s list.
- Crusader (Boon) - Zealots are dangerous foes, regardless of the source of their faith. A Crusader may always sense whether those within their sight have an allegiance opposite their own. Once a day, they may target such an opponent. This foe always takes two hearts of damage from the warrior’s blows until they have fallen or until the next day arrives. A character must have a Light or Dark Allegiance to take this ability.
- Arch Paladin (Boon, Light) - The Bright protects it’s beloved servants, sometimes possessively. This warrior has an advantage on all saves, but can no longer receive any bonuses or benefits from dark related spells or boons.
- Soul Blader (Boon, Dark) - The Gloom can grant great power, but often at the expense of the self. This warrior may willingly take a heart of damage to act a second time in a combat round. If they are out of hearts, using this ability means they must roll a wound/death check with a d8. This may only be used once in any given round.
- Galvanizer - A hero’s deeds often speak for them. This warrior may add half their rank, rounded down, to any Aura checks made while trying to sway a crowd. Any followers or hirelings this character has also has their morale boosted by 2.
- Indomitable - Some refuse to be broken. When this character’s hearts are reduced to zero, they may opt to make a Grit check. On a successful roll, they grit their teeth and immediately gain back half their maximum heart total, rounded up.
- Berserker - Some harbor a barely restrained madness, and are able to unleash it when the time is right. A warrior with this ability can allow their rage to overtake them while fighting or performing some task requiring strength or endurance. This imparts them with a +2 to attack rolls, a -1 to defense and a +2 to their Might and Grit. However, they cannot communicate while berserk, and will attack friends and foe alike. Once a Berserker is finished their original objective, they will begin to lash out at anything moving nearby them. They may make an Aura check each round to regain control of themselves.
- Sentinel - These warriors can hold the line against a multitude of foes to protect their allies. This ability means the warrior may ignore the normal limit to the amount of foes they may impede when using overwatch to defend a point or an ally. They may also attempt to stop any opponent that tries to disengage them in a round, as opposed to being limited to one.
- Executioner - This Warrior may attempt to perform a “Sure Kill Strike” once a day. This is resolved like a normal attack, but does not do ordinary damage. On a hit, the character instead rolls a d10 (and adds +1 to the roll if they hit by a margin of 5 or more). If the result of the roll is higher than the target’s remaining Hearts, they die immediately. If the result is equal to or lower, the enemy takes normal damage. Player controlled characters are not killed instantly by a successful use of this ability, but they are reduced to 0 Hearts.