Path of War

This page will detail the Talents and Abilities available to those who choose the Path of War.

General Path Rules
Each Path is divided into Tiers (usually 7). Anything from the first Tier is usually taken at Character Creation and thus uses one of the 3 Talents they receive at the beginning. However, each Talent is still listed with an Experience Cost (under Cost). This is how much the Talent will cost in XP after creation, if the player wishes to gain that Talent.

Weapon Skill Checks
Some Talents call for a Weapon Skill Check or some other Skill Check. In these cases, a TN is listed and it is treated as any other Tested roll, meaning you take your number of dice and total the dice shown to try to meet or exceed the TN provided.

Talent Description
Each Talent follows a basic template, here is what each section means.

(Name of Talent) -- Self Explanatory

Prerequisites: This will list any Prerequisites for the Talent (usually other Talents, but sometimes skills). ALL Prerequisites must be met before the Talent can be taken.

Type: This will be the Type of Talent and it is only Passive or Active.


 * Passive Talents are those that are always active, or providing some sort of bonus continuously.
 * Active Talents are those that need some sort of Action taken in combat (or sometimes out). How many actions are explained in the description.

Description: This is the meat of the Talent, what it does and how it works. All TNs, rules, number of Actions and anything else will be described in this section.

Tier 1
These are the talents included in the First Tier of the Path of War.

Weapons Expert

Prerequisites: Any Broad Melee Weapon skill at 2

Cost: 10 XP

Type: Passive

Description: The Warrior has spent many years training and learning weapons. There are few he is not adept with. Though he may have his favorite, he is still proficient with many different weapons. This is a passive Ability that allows the Warrior to use ½ his Intelligence or Strength bonus (rounded down and whichever is higher) as a general Specialization under any Broad Melee or Ranged Skill that they have at least 2 ranks in. If he chooses to specialize in a specific weapon he can and it will progress it normally, but if he has more ranks in a specific specialization, then he will use those ranks and not this general specialization.

Strength in Numbers

Prerequisites: Weapons Expert Talent

Cost: 10 XP

Type: Passive

Description: Soldiers work best with others around him, coordinating their attacks. They were trained to fight with their unit and are best in these situations. The Soldier receives 1/4 his Charisma or Intelligence (rounded up and whichever is highest) bonus as a general bonus to all combat attack and defense rolls he may make provided that he is fighting alongside 3 or more companions. If 3 or more comrades in arms also have this special ability, then the Soldier (and the others for that matter as well) double the bonus(or 1/2 instead of 1/4). The 3 or more companions must be engaged in combat in the same area, within shouting and/or visual distance (100m) of the Soldier. If in a more modern setting, 3 or more Soldiers may receive their bonus when working on a coordinated attack via radio or other form of distance communication, but only if all 3 have the Strength in Numbers special ability.

Mounted Combat

Prerequisites: Weapons Expert and Ride at 4, Handle Animal at 2

Cost: 10 XP

Type: Passive

Description: The Cavalier receives 1/4 his Charisma as a general bonus to all combat attack and defense rolls he may make provided that he is fighting from his mount. The Cavalier does not receive this bonus if he is on foot. This bonus also applies to all Ride skill checks made while in combat and a general bonus to Handle Animal.

Warrior’s Strength

Prerequisites: Weapons Expert special ability

Cost: 10 XP

Type: Passive

Description: With this Ability, the Warrior gains 1.5 his Strength bonus to all Melee and Unarmed damage. If he has another special ability that has granted him a 1.5 Strength bonus to damage, he may add 1/2 again his Strength bonus for a full 2 times his Strength bonus. If another special ability allows him to use his Agility bonus as a bonus to damage, he may still add 1/2 his Strength bonus to the total damage (that’s full Agility bonus + 1/2 Strength bonus).

Tier 2
These are the talents included in the Second Tier of the Path of War.

Marching Drills

Prerequisites: Strength in Numbers Talent

Cost: 15 XP

Type: Passive

Description: Troop movement is everything. This is why many recruits are put through a strenuous set of marching drills and running routines to get them in shape to move when needed. With this Ability, the Soldier receives a passive movement bonus. While on foot, he may add 10 to their base movement. If piloting a land vehicle in combat, they may increase the base speed by 25%.

Spurring

Prerequisites: Mounted Combat Talent

Cost: 15 XP

Type: Passive

Description: The Cavalier knows his mount and how to push it just enough. With this Ability, the Cavalier receives a passive movement bonus. While mounted, they may increase the base speed of the creature by 25%.

Paladin

Prerequisites: Warrior’s Strength or Spurring Talent

Cost: 15 XP

Type: Passive

Description: This is the Path of a Warrior who fights for a cause. The cause may be just, or it may be given to him by a higher power. Whatever the case, any time a Warrior following this path wins a victory for the cause he has chosen, he gains a bonus 5 XP when experience is awarded at the end of the session. Whether the actions taken by the Warrior were a “victory for the cause” is up to the GM, but if they were the Warrior gets a bonus 5 XP.

If this Path is chosen in a magic setting, then the “Champion” and Warrior becomes a Paladin and has access to the skill Thaumaturgy (a Charisma Skill) and the following Specializations under Thaumaturgy: Ministration, Protection, Retribution, and Divination. The Paladin adds his Charisma Attribute to the Broad Skill and the Specializations in place of Wisdom. However, since he is still a Warrior and not a full Priest/Cleric, he can only have a maximum number of ranks in Thaumaturgy equal to half his Charisma. Specialization ranks are normal and still cannot exceed the Broad Skill ranks. Follow the standard rules for magic skills and spells.

Ranger/Scout

Prerequisites: Warrior’s Strength Talent

Cost: 15 XP

Type: Passive

Description: This Path is for the Wilderness Warrior. A warrior choosing this path is more comfortable in the wild and prefers it to “civilization.” The Warrior receives a +2 general bonus to the following skills: Stealth (in wilderness only), Survival, and Shadow/Track.

If this path is Chosen in a magic setting, then the Warrior gains access to the skill Thaumaturgy (a Wisdom Skill) and the following Specializations under Thaumaturgy: Ministration, Protection, and Abjuration. The Ranger adds his Wisdom Attribute to the Broad Skill. However, since he is still a Warrior and not a full Priest or Druid, he can only have a maximum number of ranks in Thaumaturgy equal to half his Wisdom. Specialization ranks are normal and still cannot exceed the Broad Skill ranks. The standard rules for magic skills and spells apply.

Warrior

Prerequisites: Warrior’s Strength Talent

Cost: 15 XP

Type: Passive

Description: These are the consummate weapon and fighting experts. There are two paths to follow, the first is your standard Warrior. The second is the Beserker. In either case, the character that chooses this special ability gains either Focused Will or Beserker Rage. Again, this depends mostly on your character concept and which path you choose for them. For both, the character receives up to 1/2 his Strength bonus in dice to attack in melee. Defense is handled normally, or in other words, no bonus. To do this, they must "focus" (or "go beserk") and make a Melee Weapon check at TN 25. At TN 25, they receive 1/8th their Strength (rounded up) in dice to their total to hit with that weapon. For every 5 over 25, they can double it up to half their total Strength. For example, if they roll 30 (or TN 25+5), they get 1/4 their total Strength (1/8 x 2). If they roll 35 or higher, they get 1/2. You cannot exceed 1/2 your total Strength. This bonus lasts for a number of Actions equal to their total Strength. So, if their Strength is 5, it lasts for 5 actions. If they have 2 actions per round, then it lasts 2 and a half rounds (2 the first, 2 the second, and 1 the third).

To do this is instant, but at the end of the number of Actions they receive the bonus, they are at a -3 to all rolls for the same number of actions. This is on top of any Recoil they accrue during a round.

Tier 3
These are the talents included in the Third Tier of the Path of War.

Warrior’s Struggle

Prerequisites: Paladin, Ranger/Scout, or Warrior Talents and any Melee skill at 5

Cost: 20 XP

Type: Passive

Description: Warriors of any path are notoriously difficult to kill. This Ability allows the Warrior to fail 3 death saves before he actually dies in combat. Unfortunately, the TN to revive you if you fail only one death save, but continue to fight is TN 55 for First Aid and TN 50 for Medicine. If you fail a second death save, but continue to fight, both TN’s for both skills raise by 10. If you fail a third, then it raises another 10. Once combat is over and you’ve not failed all three, you will immediately “die,” but depending on how many you failed throughout the fight, you may be revived by a Medic or Healer.

Toughness

Prerequisites: Paladin, Ranger/Scout, or Warrior Talents and any Melee skill at 5

Cost: 20 XP

Type: Passive

Description: Again, Warriors are known as being exceptionally resilient. This is a passive ability. This Ability allows the Warrior to add his ranks (Broad Skill only, not total) in his Endurance Skill to any save (Consciousness, Death, or Willpower) as a general bonus on top of any bonuses granted to him normally. This is an absolute number that is added to the total to meet or exceed the TN. If the character has no ranks in Endurance, then there is no bonus.

Battle Formations

Prerequisites: Strength in Numbers Talent

Cost: 20 XP

Type: Active

Description: Your are trained to know his surroundings, know who is next to him, and how he and his comrades should move to provide the best defense. The Soldier makes a any Melee or Ranged Skill check at TN 30 using his Intelligence Attribute instead of his Agility Attribute as the Base Attribute (the Sail skill may also be used if piloting a boat, ship, or other watercraft). For every 2 points over 30, they may add +1 to any Melee and Ranged Defense roll they make and they share this bonus with the rest of their party. Or, if in sea combat, for every 3 over 30, they may add 5 to the Range TN to hit them and anyone else in their party. For example, the Soldier rolls a 36 on their Rifle Skill roll. The Soldier and anyone else in his party receives a +3 to their Melee and Ranged defense rolls for the entire combat. This ability may be used on the Soldier’s turn and takes one Action to perform.

Knight

Prerequisites: Spurring Talent

Cost: 25 XP/SP

Type: Active and Passive (see description)

Description: This is the Path of the mounted Warrior. They excel in combat with any chosen weapon while mounted. Taking this talent grants access to the skill Mounted Combat. The skill starts at rank 1 and may be progressed normally. There are no Specializations for this skill; only the skill itself, which becomes a rating of sorts added to your Melee (or Ranged) weapon skill you use while mounted. It is a Wisdom skill. You will use only the ranks in Mounted Combat to use as any bonuses described below, but like all other skills, it cannot be higher than your Wisdom.

You may use this skill to grant a bonus to attack and damage rolls, but for damage it is an absolute number added to the total, not the number of dice. However, he may only do this whenever he is granted his Mounted Combat bonus and the bonus does not double if his Mounted Combat ability doubles.

Tier 4
These are the talents included in the Fourth Tier of the Path of War.

Battle Tactics

Prerequisites: Strength in Numbers Talent

Cost: 25 XP

Type: Active

Description: This Ability is rolled just like Battle Formations, but instead of adding the bonus to defense rolls, the bonus is added to attack and damage rolls. This ability may be used on the Soldier’s turn and takes one Action to perform. It may also be used in conjunction with Battle Formations, but each check will take their own separate actions.

Focused Strikes

Prerequisites: Warrior’s Struggle or Toughness Talent

Cost: 25 XP

Type: Active

Description: With this Ability, the Warrior focuses his strike to hit an opponent more accurately. First, the Warrior makes a Melee skill roll at TN 30 using his Intelligence Attribute instead of his Agility. For every point he rolls over 30 he may add that much to his Attack rolls for the same number of rounds as his bonus. For example, if the Warrior rolls a 35, he adds +5 to his attack rolls for 5 rounds. This ability may be used on the Warrior’s turn and takes one Action to perform. This may be used in conjunction with Devastating Blows.

Devastating Blows

Prerequisites: Warrior’s Struggle or Toughness Talents Cost: 25 XP

Type: Active

Description: This Ability is used just like Focused Strikes, but instead of adding the resulting roll to the attack roll, it is added to the damage rolls and stacks will all other damage bonuses the Warrior may have. However, the amount rolled over TN 30 will be added as a total to the total damage scored, not as additional dice. It is only for damage rolls for a number of rounds equal to the bonus rolled. This may be used in conjunction with Focused Strikes, but takes its own Action to perform.

Arrow Catcher

Prerequisites: Warrior’s Struggle or Toughness Talent

Cost: 25 XP

Type: Passive

Description: This Ability must be used with a shield. If the Warrior does not have a shield in hand, he cannot use this ability. With that said, provided he does have a shield, he may +2 to his Ranged Defense. If they have no ranks in any Ranged skill, they may add the +2 to the Agility to determine their Ranged Defense.

No Man Left Behind

Prerequisites: Battle Formations or Battle Tactics Talents Cost: 25 XP

Type: Active Description: This is a reflexive ability and may be used at any time any comrade falls unconscious or is dying, but it still takes an Action to activate. If a comrade falls in combat, the Soldier may make a Willpower roll at TN 20. For every point he rolls over, he adds the result to his Melee defense roll while dragging that comrade to safety. If in ranged combat he adds that result to the Ranged Defense. The Soldier must use his actions on his turn to retrieve the fallen comrade, but while doing so, he receives these bonuses.

Avenge the Fallen

Prerequisites: Battle Formations or Battle Tactics Talents

Cost: 25 XP

Type: Passive

Description: If a comrade falls in battle, the Soldier may make a Willpower roll at TN 25. For every point he rolls over 25, he may add the result to the damage of any weapon he wields for the rest of the Combat. This is available on the Soldier’s turn, but takes no action to perform and is only available if one of the Soldier’s comrades falls unconscious or is dying or dead.

Tier 5
These are the talents included in the Fifth Tier of the Path of War.

Shrug Off

Prerequisites: Focused Strikes or Devastating Blows and any Melee Skill at 6 Ranks

Cost: 30 XP

Type: Active

Description: This is a reflexive ability and may be used after any damage is rolled on the Warrior. It takes one Action to use. To use this ability, the Warrior must roll a Willpower roll vs. the target’s Willpower. Whoever rolls higher wins. If the Warrior wins, he takes no damage. If the target wins, damage is dealt normally. The Warrior may only use this once per enemy per Combat. So, if the same enemy hits the Warrior again for even more damage, then the Warrior must take the damage normally.

Outflank

Prerequisites: No Man Left Behind or Avenge the Fallen and any Melee or Ranged at 6

Cost: 30 XP

Type: Active

Description: With this Ability, the Soldier makes a Willpower roll vs. an opponent’s Willpower. If he wins, then the Soldier goes one initiative tick before the opponent, regardless of the Soldier’s original initiative roll. This Ability may only be used in combat and only ONCE. Also, the Soldier can only use attacks granted to him normally. He may not use a special attack Ability.

This Ability can also be used to give an initiative bonus to the Soldier’s party. This version of the Ability is a Command Ability. Any comrade of the Soldier who stays within arms reach (3m) of the Soldier gains its benefits. This Ability must be used before combat starts, otherwise, it is too late. The Soldier must make his Weapon Skill (Melee or Ranged, whichever is higher) check at TN 25. For every point he rolls over 25, he and his comrades add the result to their initiative roll at the beginning of combat.

Tier 6
These are the talents included in the Sixth Tier of the Path of War.

Once More Into the Breech

Prerequisites: Shrug Off or Outflank Talents

Cost: 35 XP

Type: Active

Description: With this ability the Warrior may “re-set” any special attack ability given to him by another special ability that states that it can only be used “Once per Combat” or “Once per opponent.” To do so, the Warrior must make a Willpower roll at TN 25. If successful, they can use any of the single use attack Abilities granted by another special ability again, but only once more, because Once More Into the Breech, can only be used ONCE per combat. You cannot use Once More Into the Breech to reset Once More Into the Breech and therefore reset all other single use Abilities.

Rally the Troops

Prerequisites: Outflank Talent

Cost: 35 XP

Type: Active

Description: With this ability the Warrior has 2 options. He may “re-set” any special attack ability given to him by another special ability that states that it can only be used “Once per Combat” or “Once per opponent.” Or, he may reset the same types of Abilities of his crew, but not himself. To do either, the Sailor must make a Willpower roll at TN 25. If successful, they can use any of the single use attack Abilities granted by another Professional Skill again, but only once more, because Rally the Crew, can only be used ONCE per combat. You cannot use Rally the Crew to reset Rally the Crew and therefore reset all other single use Abilities. If this is used to reset his comrades Abilities, then his comrades cannot use any Ability that also grants a reset of Abilities that may have been granted by another special ability. This is a command ability.

Tier 7
These are the talents included in the Seventh Tier of the Path of War.

Glorious Bulwark

Prerequisites: Once More Into the Breech Talent

Cost: 35 XP

Type: Active

Description: With this Ability, the Warrior becomes an impenetrable wall of defense. He uses every method he knows of defense to deflect or avoid all attacks. First, he must roll a Melee Skill roll at TN 35. If successful, he is immune to attacks for 2 Actions. Enemies will still try to attack him, thinking they can hit him, so any opponent the character is engaged with, will continue to fight him, but just not hit him. The character may make his normal number of attacks or spells granted to him, but may make no special Ability attack, only normal attacks or spells. For every 5 the character rolls over TN 40, they may add another Action of immunity. This Ability can only be used ONCE per Combat but can be “re-set” any other Talent that resets one-time-use Abilities.

God of War

Prerequisites: Once More Into the Breech Talent

Cost: 35 XP

Type: Active

Description: You become a blur of swinging weapons, reaping your enemies as a thresher does wheat. The warrior uses every method he knows for offense. First, he must roll a Melee Skill roll at TN 35. If successful, he is ignores any Double Time penalties as well as any recoil for 1d6 actions. Their normal skill, modified normally, will be rolled at its highest for each attach. However, though they ignore all Recoil and Double Time penalties, they do not get unlimited attacks. They can only make a number of attacks per Action equal to half their Agility bonus. Thus a warrior with an Agility of 6 can make 3 attacks per action without penalty. Additionally, for every 2 he rolls over 45, he may add another round where he ignores Recoil and Double Time penalties. This Ability may be used only ONCE per round and can be “re-set” by Once More Into the Breech.

Unbreakable Flank

Prerequisites: Rally the Troops Talent

Cost: 35 XP

Type: Active

Description: With this Ability, the Soldier may use it on himself only giving him immunity to any attack for a number of rounds or he may rally his friends around in a defensive position and grant it to all of his comrades. To do either, he must first roll a Willpower roll at TN 25. If successful, he is immune to attacks for 4 Actions. Enemies will still try to attack him, thinking they can hit him, so any opponent the Warrior is engaged with, will continue to fight him, but just not hit him. The Soldier may make his normal number of attacks granted to him by his Initiative Rating or Dual Wield, but may make no special Ability attack, only normal attacks. Additionally, for every 2 he rolls over 25, he may add another round where he is immune to attacks. This Ability may be used only ONCE per round and can be “re-set” by Once More Into the Breech.

This can also be granted to his party, but anyone wishing to receive this benefit must be within arms reach of the Soldier (3m) and must make some sort of aggressive action towards any available opponent. Also, if this version is used, then the Soldier, like in the other version, still cannot use any special attack Ability granted to him by another special ability, but his comrades can use any attack they have, special attack Ability or normal attack.