The Warrior Class

== The
Warrior ==
Warriors are
well versed in the art of leadership and combat. They believe in a set of
heroes, veterans of past battles, and strive to remain true to those qualities
that exemplify that deity.
Warriors are not necessarily ‘bash and slash’ but also have skills that involve
minor healing, law enforcement and party buffs.
They aren’t relegated to a no-personality role either; you can be a time cop,
enforcing the mandates of the TICS (Time Continuum Stability) agency, or a thug
mercenary for hire by the highest bidder.

Warriors
contribute defensive and offensive capabilities to the Time Machine.

Major Stat: STR
Minor Stat: CON, AGI

=== ·
Berserker ===
o
The
Berserker is a normal warrior that is able to enter a heighted state during
combat. They specialize   in taking and
dealing damage.

=== ·
Commander ===
o
The
Commander is a soldier that is trained in controlled combat and tactics. They
can become masters of all forms of missile weapons.

=== ·
Powerblade ===
o
The
Powerblade draws upon ancient magic to empower their weapon to either help
their allies or deal grievous damage to their foes.

**Eye of Justice**
**The warrior invokes the Eye of Justice**
for strength, giving them a +2 bonus to CON. HP is Recalculated. This does not
persist through death.

**Hammer of Gromman**
**The Hammer of Gromman is placed upon**
the Warrior and gives them a +2 bonus to all melee damage. This does not
persist through death.

**Loyalty**
**Party members gain +2 STR and LUK for**
4 hours.

=== Passive Ability - Broken Blade/Empower
Weapon ===

The Powerblade is given a weapon to
start that cannot be replaced or dual wielded with. It is naturally a 1d6
weapon; a broken sword. However, the Powerblade can empower their weapon at the
cost of 4hp, giving them -5 AR [-1 per level] and transforms the weapon into
something much stronger at the player’s description; a 1d10 in damage for 3
rounds.

The Powerblade gets this instead of
Worship.
**Min Attribute:** None
**Counter:**  None
**Prerequisite Skill:** Smash
**Cast Time:** Instant
**Range**: Melee
**HP:** 2

=== Dirty
Fighting ===
The Warrior is trained in the “dirty
tricks” needed to win a street fight: Throwing sand, kicking below the waist,
beer bottles, you name it…anything that can even the odds.
Each point gives -5 for opponents to hit in a street fight, and a +2 to hit for
the rogue
**Min Attribute:** STR 50
**Counter:**
**Prerequisite Skill:** None

=== Melee
Smash ===
The character puts extra force into a
known vital area to increase effectiveness. This is a called move, meaning that
a character must specify that they are using it.
Each point adds +5% to hit and +5 to damage, with a cumulative 5% chance for a
follow up strike. However, when this move is used, the character will lose 3
points in constitution for 3 rounds (Cumulative).
**Min Attribute:** AGI 55, STR 60
**Counter:**
**Prerequisite Skill:** None
**MP**: 10

=== Raise
Defenses ===
The warrior maximizes all of their
armor and dodging to best effectiveness. This effect lasts 4 rounds.
Each point provides a +5 to AR.
**Min Attribute**: AGI 70, CON 65
**Counter:**
**Prerequisite Skill:** None
**Cast Time:** instant
**MP:** 10

=== Concussion
Resistance ===
The warrior has a hard noggin! They
are more resistant to stuns and knockbacks
Each point provides an additional 5% to any WIL roll vs. stun or AGI roll vs.
knockback.
**Min Attribute**: CON 70, STR 70
**Counter:**
**Prerequisite Skill:** None

=== Crippling
strike ===
The warrior can hamstring a victim,
crippling them and reducing their to hit and movement speeds.
Each point reduces movement by 4’/turn as well as giving a -5 to hit penalty.
If the opponent is using a melee weapon, then suffer a -1 to their damage rolls
as well.
**Min Attribute:** STR 75
**Counter:**  NA
**Prerequisite Skill:** Blades
**Cast Time:** instant
**MP:** 10

=== Rapid
Healing ===
The warrior can regenerate HP at a quicker
than normal rate
Each point provides a cumulative 3 HP/Round regeneration during combat, and a 7
HP/Round out of combat
This lasts for 4 rounds. Each additional point increases healing by 2
**Min Attribute**: CON 75
**Counter:**
**Prerequisite Skill:** None
**MP:** 15

=== Adrenaline
Rush ===
In combat, this will increase
initiative rolls by 1 for each point spent. This also causes a surge of
adrenaline during battle so the following bonuses apply during battle:
Each point will increase damage by 5, to hit by 5 and Constitution by 5. These
effects are not in force outside a pressure situation.
**Min Attribute**: CON 75, STR 75
**Counter:**  Opponents WIL
**Prerequisite Skill:** None
***Cast Time:** 1 Round*
**MP:** 15

=== Lightning
Shot ===
The Warrior has honed their reflexes
and can strike twice in each round when using a ranged weapon. The second shot
does -2 damage.
Each point spent reduces the 2nd shot penalty by 5%.
**Min Attribute:** AGI 65
**Counter:**  NA
**Prerequisite Skill:** None
**Cast Time:** instant
**MP**: 15

=== Cure
Minor Wounds ===
The Warrior calls on the powers of the
warrior spirit to cure a wound for 1-6 points.
Each point gives a +2 to damage healed. Takes 1 round to cast
**Min Attribute**: WILL 55
**Counter:** WIL
**Prerequisite Skill:** Emergency
Medicine
**Cast Time:** instant
**MP:** 10

=== Non-Lethal
Force ===
The Warrior has been trained in
restraint and the use of non-lethal weapons like pepper spray. This skill gives
a +5 To Hit and STR bonus when trying to restrain or knock out an opponent, and
a -5 to all damage when using this ability. To restrain, physically, the monk
must use this skill, then roll a To Hit, then restrain roll with monks STR vs.
targets STR. (with bonus). Use of non-lethal weapons provides individual
bonuses.
Each point increases the STR and To Hit bonus by 2.
Min Attribute **AGI 70, STR 65**
**Counter:**  N/A
**Prerequisite Skill:** None

=== Riot
Control ===
The Warrior has experience in dealing
with crowds and mob tactics.
Each point gives the warrior a +2 initiative when dealing with groups of 5 or
larger.
**Min Attribute** CON 75, PER 50
**Counter:**  N/A
**Prerequisite Skill:** None

=== Bomb
Squad ===
The
warrior can defuse explosives and lay new ones
Each point gives a 15% chance to disable an explosive in a fairly quiet
setting. All explosives set by the warrior will do 2d10 more damage.
**Min Attribute:** AGI 75, CON 75
**Counter:**  PER
**Prerequisite Skill:** None
**MP:** 10 for setting and disabling

**Min Attribute:** STR 60
**Counter:**  Opponent’s CON
**Prerequisite Skill:** None
**Cast Time:** Instant
**Range**: Melee
**HP:** 1

**Min Attribute:** STR 60, INT 55
**Counter:**  None
**Prerequisite Skill:** None
**Cast Time:** Instant
**Range**: Melee
**HP:** 1

**Min Attribute:** STR 70, INT 55
**Counter:**  Opponent’s CON
**Prerequisite Skill:** None
**Cast Time:** Instant
**Range**: 10 feet
**HP:** 1

Rank 1- 3 closest
[10 feet]

Rank 2- 3 closest
enemies [15 feet]

Rank 3- 4 closest
enemies [15 feet]

Rank 4- 5 closest
enemies + 1 round stun [15 feet]

**Min Attribute:** STR 70, 55 CON
**Counter:**  Opponent’s WIL
**Prerequisite Skill:** None
**Cast Time:** 1 round
**Range**:
**MP:** 2 [+1 per rank]

This is a
one-point ability and a passive!

**Prerequisite Skill:** Pierce of the
Broken Rapier, Dance of the Sword
**Cast Time:**
**Range**:
**MP:**

**Min Attribute:** INT 60
**Cast Time:** Instant
**Range**: 10 feet
**HP:** 5

**Min Attribute:** INT 65
**Counter:** Resisted by WIL
**Prerequisite Skill:**
**Cast Time:** Instant
**Range**: 15 feet
**HP:** 1 [+1 per rank]

Rank 1- 20ft,
self

Rank 2- 20ft,
Ally with self

Rank 3- 20ft any
three targets and self

Rank 4- 40 feet

**Min Attribute:** INT 75
**Counter:**
**Prerequisite Skill:** None
**Cast Time:** 1 round
**Range**: Melee
**HP:** 2

**Min Attribute:** STR 70

**Counter:**
CON
**Prerequisite Skill:** None
**Cast Time:** Instant
**Range**: Melee
**HP:** 2

**Min Attribute:** STR 75
**Counter:**  CON
**Prerequisite Skill:** None
**Cast Time:** 1 round
**Range**: Melee
**HP:** 2

**Min Attribute:** STR 80, INT 60
**Counter:**
**Prerequisite Skill:** None
**Cast Time:** Instant
**Range**: Melee
**HP:** 5 HP a swing

=== Rallying
Cry ===
The warrior invigorates their party to
increase STR by 5, CON by 5 and AGI by 5 for 2 rounds.
Each point provides 1 round of duration of effect.
**Min Attribute:** CHA 50, STR 75, CON
75
**Counter:**
**Prerequisite Skill:** Charge
**Cast Time:** instant
**MP**: 10

Warrior adds 5 to every party members damage, and 1 to every party member’s initiative
for 5 rounds.
This is a single point talent
**Min Attribute** AGI 70, STR 75
**Counter:**  N/A
**Prerequisite Skill:** None
**Cast Time:** 1 Rounds
**MP**: 15

=== Force
Field ===
The Warrior gains a force field that
extends 6” around their body. This has an AR of 95. An Attacker must roll to
get though the force field before again rolling to hit the Warrior.
This ability lasts 3 rounds
This is a single point talent
**Min Attribute** AGI 75, CON 70
**Counter:**  N/A
**Prerequisite Skill:** None
**Cast Time:** 1 Rounds
**MP**: 15

=== Second
Wind ===
The Warrior temporarily adds 10 to
their max HP for 2 rounds. Each point adds 1 round to the duration
**Min Attribute** CON 75
**Counter:**  N/A
**Prerequisite Skill:** None
**Cast Time:** Instant
**MP**: 15

### Apocalypse

The Warriors deity grants them a boon,
harnessing all the Warriors rage and abilities and releasing a burst of flame
from their bodies that goes outward in a 10’ area from all sides of their body.
All those caught in the blaze are subject to 3d20 blast damage and +5 HP burn
for 2 rounds. This ability uses the HP mechanic instead of MP.
**Min Attribute**: STR 85, CON 80
**Counter:**  To Hit
**Prerequisite Skill:** None
**HP:** 30