The Warrior’s Way to Long Life
Feb 6, 2012 21:26:40 GMT -8
Post by inflatus on Feb 6, 2012 21:26:40 GMT -8
Does your fighter always seem to be getting in over his head? Do the magic users kick sand in your face? At the end of combat are you just happy to be alive? These questions may plague you now but fear not. In most game systems there are advantages that you can use to help overcome ineptness. I am going to use the GURPS system as my guide but you can find similar ways to incorporate them in your own system.
In GURPS, advantages shape your character along with many other distinctive traits. I will cover each one that will help your warrior find its way.
Acute Senses / 2 points per level - Having the Acute Hearing advantage at +2 can tip the scale on something that is very difficult for others to hear. This can aid in hearing the drawing of a weapon or the sound of moving armor.
Allies / Variable - This is a not must have advantage though it can be very helpful in a long campaign setting. There is something to be said for having a set of individuals or an organization watching out for you. The role here does not have to be at its highest level, but a couple of friends that could help you in a sticky situation can come in handy. The key I have found with this advantage is to be very creative in the background. The more background on the ally you can give the GM will improve your chances of them appearing at the epic moments. Most GM’s that I know appreciate players that create more than a generic character background. Detail is important here.
Combat Reflexes / 15 points - This is the first of two advantages you MUST take. If you do not have this advantage then consider your character fodder. You might as well stand back and let the thief take the lead! With this advantage you receive a +1 to active defenses and +2 to fright checks. You will never freeze in surprise situations. You get a +6 to recover from stun. You get a +1 on initiative rolls and +2 if you are the leader of the group. This advantage is beneficial if you are using the Basic Combat rules and are just keeping things simple.
Fit / 5 points - This advantage helps to recover Fatigue Points at twice the normal rate. This aids in being able to fight after either just ending another fight, running to the battle or walking for many hours. You also receive a +1 on HT roles to stay conscious, avoid death as well as resist disease and poison. There is a 15 point level but that is not necessary.
High Pain Threshold / 10 points - This is the second of the two advantages that you MUST take. There is no shock penalties from injury. There is a +3 to HT rolls to avoid stunning or knockdown. With this you are able to take a good deal more injury without sustaining all of its affects.
Reputation / Variable - In most campaigns GM’s only allow this when it is earned. A warrior may want to strive to have a greater reputation as a skilled fighter and tactician. This is an advantage that can lead to the party being able to get out of “difficult” local situations. There are many stories replete with the warrior being feared and respected. Although this may not be the direction your character is going for, it may help shape the warrior mystique you are trying to accomplish.
These are some of the advantages that are available that can aid in making you a better warrior. Even if all you take is Combat Reflexes and High Pain Threshold, for a total of 25 points you are on your way to becoming a master warrior. Eventually all other fighting skills will fall into place. With the other advantages listed, they will aid in keeping your warrior standing and ready to fight again. After all that is what the party is counting on. The biggest reason to take this to your character sheet is to stay alive. It is hard to role play the dead (well maybe that leads to another adventure).
In GURPS, advantages shape your character along with many other distinctive traits. I will cover each one that will help your warrior find its way.
Acute Senses / 2 points per level - Having the Acute Hearing advantage at +2 can tip the scale on something that is very difficult for others to hear. This can aid in hearing the drawing of a weapon or the sound of moving armor.
Allies / Variable - This is a not must have advantage though it can be very helpful in a long campaign setting. There is something to be said for having a set of individuals or an organization watching out for you. The role here does not have to be at its highest level, but a couple of friends that could help you in a sticky situation can come in handy. The key I have found with this advantage is to be very creative in the background. The more background on the ally you can give the GM will improve your chances of them appearing at the epic moments. Most GM’s that I know appreciate players that create more than a generic character background. Detail is important here.
Combat Reflexes / 15 points - This is the first of two advantages you MUST take. If you do not have this advantage then consider your character fodder. You might as well stand back and let the thief take the lead! With this advantage you receive a +1 to active defenses and +2 to fright checks. You will never freeze in surprise situations. You get a +6 to recover from stun. You get a +1 on initiative rolls and +2 if you are the leader of the group. This advantage is beneficial if you are using the Basic Combat rules and are just keeping things simple.
Fit / 5 points - This advantage helps to recover Fatigue Points at twice the normal rate. This aids in being able to fight after either just ending another fight, running to the battle or walking for many hours. You also receive a +1 on HT roles to stay conscious, avoid death as well as resist disease and poison. There is a 15 point level but that is not necessary.
High Pain Threshold / 10 points - This is the second of the two advantages that you MUST take. There is no shock penalties from injury. There is a +3 to HT rolls to avoid stunning or knockdown. With this you are able to take a good deal more injury without sustaining all of its affects.
Reputation / Variable - In most campaigns GM’s only allow this when it is earned. A warrior may want to strive to have a greater reputation as a skilled fighter and tactician. This is an advantage that can lead to the party being able to get out of “difficult” local situations. There are many stories replete with the warrior being feared and respected. Although this may not be the direction your character is going for, it may help shape the warrior mystique you are trying to accomplish.
These are some of the advantages that are available that can aid in making you a better warrior. Even if all you take is Combat Reflexes and High Pain Threshold, for a total of 25 points you are on your way to becoming a master warrior. Eventually all other fighting skills will fall into place. With the other advantages listed, they will aid in keeping your warrior standing and ready to fight again. After all that is what the party is counting on. The biggest reason to take this to your character sheet is to stay alive. It is hard to role play the dead (well maybe that leads to another adventure).