Warrior

in: Professions

## Introduction

Warriors include soldiers, brutes, guards and anyone else with formidable and conventional training in warfare. A knight and a barbarian fighter both count as warriors. Both know how to go toe to toe with an opponent in melee combat and they are the front line combatants in any war.

Warriors can adopt stances in combat, though only one at a time. Changing their stance in the midst of combat is an action in and of itself. Stances grant access to special attacks which can only be used within that stance.

**Associated Skills:** Melee Attack, Strength, Constitution, Physical Defense, Dexterity, Willpower

### Passive Benefits

**Dice Passive:** +1 Strength, +1 Constitution

## Abilities

### Northern Berserker (Stance/Buff/Special)

The warrior may enter a stance inspired by barbarian warriors which greatly favors offense.. Throwing themselves into melee with reckless abandon, they leave themselves open in an attempt to overwhelm and defeat opponents quickly. The warrior gains bonuses to melee attack and penalties to physical defense so long as they remain in this stance. This stance also grants them access to special attacks listed below.

* **Target(s):** Self
* **Dice Modifier(s):** Strength
* **Duration:** One hour
* **Cooldown:** 30 minutes

### Shattering Blows (Attack, Berserker Stance, debuff)

The warrior strikes with terrifying strength, seeking to cow their opponent not by outmaneuvering their defenses but by battering them down and taxing their opponent’s stamina. If successful, the warrior’s opponent finds themselves unable to raise as effective a defense afterward as the accumulation of bruising, pain, and exhaustion weakens them. This attack requires the warrior to be in the Northern Berserker stance.

* **Target(s):** One enemy.
* **Dice Modifier(s):** Melee Attack.
* **Duration:** 15 minutes
* **Cooldown:** 30 minutes

### Bellringer (Attack, Stun, Berserker Stance)

The warrior can strike an opponent so resoundingly that they are nauseated by the blow as the force of it reverberates through their body, leaving them potentially unable to do much but try to gather their senses for a short time. This attack requires the warrior to be in the Northern Berserker stance.

* **Target(s):** One enemy.
* **Dice Modifier(s):** Melee Attack.
* **Cooldown:** 30 minutes

### Wall of the Legion (Stance/Buff/Special)

Legends say that this stance was perfected in the wars of an ancient and fallen empire, one which once held vast influence over the world through the might of its legions. It favors practicality and solid defense over flashy displays, meant to grind an opponent down rather than defeat them. Warriors in this stance gain a bonus to both physical and magical defense at the expense of a small penalty to attacks. This stance grants access to special attacks listed below. Using this stance requires the use of a shield.

* **Target(s):** Self
* **Dice Modifier(s):** Constitution
* **Duration:** One hour
* **Cooldown:** 30 minutes

### Shieldstrike (Legion Stance/Attack/Debuff)

Warriors in the Legion stance can strike out with a shield or other blocking instrument to smash into and briefly disorient an opponent, or strike them with the blunt edge of a weapon for the same effect. Opponents suffer brief penalties to both casting and physical attacks before they recover from the disorientation. This attack can only be used in the Wall of the Legion stance.

* **Target(s):** Single
* **Dice Modifier(s):** Melee Attack.
* **Duration:** 10 minutes
* **Cooldown:** 30 minutes

### Twist and Pull (Legion Stance/Attack)

Using a particular method of stabbing out from behind a shield with a weapon and then twisting and pulling it back out ensures opponents bleed terribly from their wounds, all while never truly exposing the attacker. This attack also employs a more full thrust than most melee techniques, allowing the attack to be done at slightly longer distance than most melee attacks. Causes bleeding. This attack can only be used in the Wall of the Legion stance.

* **Target(s):** One enemy.
* **Dice Modifier(s):** Melee Attack.
* **Cooldown:** 30 minutes

### Shalakh’s Gambit (Stance/Buff/Special)

This stance was supposedly one favored by the warrior god Shalakh when he was but a mortal man. Expending incredible effort in a mobile offense and defense, warriors employing this stance can reach superb heights in both. However, keeping up this highly mobile and skirmishing means of fighting takes a considerable toll on a warrior’s stamina. Warriors in this stance gain bonuses to both attack and defense but suffer a penalty to their current and maximum  health points. This stance grants access to special attacks listed below.

* **Target(s):** Self
* **Dice Modifier(s):** Dexterity
* **Duration:** One hour
* **Cooldown:** 30 minutes

### Thousand Cuts (Gambit Stance/Attack/Buff)

The warrior favors speed in their attacks over power, attacking in a flurry of slashes or strikes. Instead of launching one attack, the warrior can launch two attacks which result in less damage than one normal attack but more if both attacks hit. This attack can only be used in the Shalakh’s Gambit stance.

* **Target(s):** One enemy.
* **Dice Modifier(s):** Melee Attack
* **Cooldown:** 30 minutes

### Hamstringing Blow (Gambit Stance/ Attack/ Debuff)

The warrior strikes at their opponent in such a manner as to injure them and hamper their movement. This is usually targeted at the hamstrings to exacerbate what might already be a difference in speed for an attacker employing this stance. The opponent suffers a penalty to dexterity on a successful hit. This attack can only be used in the Shalakh’s Gambit stance.

* **Target(s):** Single
* **Dice Modifier(s):** Melee Attack
* **Duration:** 15 minutes
* **Cooldown:** 30 minutes

### Battlecry (Buff)

The warrior can loose a war cry and otherwise amp themselves up just before or during battle. +3 Strength for 15 minutes

* **Target(s):** Self
* **Dice Modifier(s):** Strength
* **Duration:** 15 minutes
* **Cooldown:** 1 hour

### Tough It Out (Cleanse)

Warriors are naturally hardy people, and can for a time force themselves to endure hardships that others would find impossible to ignore. They cannot truly stop the progress of bleeds, poisons and other such conditions, but they can very well ignore them through the progress of a battle. They will, however, feel the full weight of them afterward.

* **Target(s):** Self
* **Dice Modifier(s)**: Constitution
* **Cooldown:** 15 minutes

### Defender (Special/Buff)

The warrior stands fast in front of another in an effort to protect them at the expense of themselves. While they cannot utterly guarantee the safety of their charge, they can make it much harder for that target to be struck.

Grants a target substantial physical and magical defense at the expense of taking equally substantial penalties for the warrior’s defenses in exchange.

* **Target(s):** Self and one ally
* **Dice Modifier(s):** Physical Defense
* **Duration:** 15 minutes
* **Cooldown:** 2 hours

### Battering Ram (Debuff)

The warrior slams their body into that of an opponent, testing strength against strength in an attempt to knock them to the ground. This is purely a test of physicality and brute force alone rather than skill.

* **Target(s):** Single
* **Dice Modifier(s):** Strength
* **Cooldown:** 30 minutes

### Whirlwind Strike (Attack)

The warrior attacks all around themselves with their favored melee weapon, and can engage up to four targets at once in a display of melee martial skill. This skill is limited in range to those within melee distance of the attacker.

* **Target(s):** Up to four melee range targets
* **Dice Modifier(s):** Melee Attack
* **Cooldown:** 1 hour

### Last Stand (Special)

The warrior is able to keep fighting for a short time even after reaching the end of their endurance, though they will collapse afterward. When reaching 0 health in dice combat, you may attack one more time using this ability before falling. Uses Determination / Willpower Dice.

* **Target(s):** Self
* **Dice Modifier(s):** Willpower
* **Cooldown:** 12 hours