Warrior OCC
(Version 1.00 - Last Modified: 09/11/2006)
Introduction
The world is a dangerous place, from roaming groups of bandits to marching armies
to terrors that are beyond mention. While most try to live with the hopes that
others will protect them from these dangers, there are always those that expect
no help from anyone else. Lacking any supernatural talent or noble birth or good
luck at being trained as a Knight or a Paladin, Warriors live and die by their
martial skills. In this world of dangers a warrior knows that to have a strong
arm and a good weapon is the only difference between life and death. Most
warriors are hard and direct people, not unncessarily cruel, but they are used to
living in dire circumstances and this affects their view of the world.
Warriors can come from any walk of life and represent everything from unaligned
mercenaries to an empire's soldiers to a farm boy that has lifted a weapon and
decided to fight to survive. Although they lack the formal training of a Knight,
Warriors have an innate martial skill that is honed over years of experience that
sets them above the untrained and unskilled people of the world.
O.C.C. Abilities:
- Battle Coordination
At the beginning of each melee round, the warrior can designate a single
enemy target as the focus of his coordination skills. If an ally of the
warrior attacks the designated target, regardless of whether the ally
hits or damages the designated target, then on the warrior's next action,
the warrior receives a bonus to strike and damage if he attacks the
designated target. At level one, the bonus to strike and damage is +1,
but this improves to +2 at level 4, to +3 at level 8, to +4 at level 12,
and to +5 at level 15.
- Weapon Specialization
Upon reaching level 4, the warrior chooses a weapon to specialize with.
The chosen weapon must be one that the warrior has a weapon proficiency
for and once selected, this choice cannot be changed. All bonuses from
the weapon proficiency for that weapon are doubled and the warrior
gains +1 attack per melee that can only be used to attack with that
weapon. The weapon specialization applies to all weapons that are
covered by a given weapon proficiency, so a warrior specializes in
"swords" instead of just one type of sword. The warrior selects an
additional weapon profiency to specialization in upon reaching level 12.
- Armor Specilization
Upon reach level 6, the warrior chooses a type of armor to specialize
with. Once selected, this choice cannot be changed. While wearing that
type of armor, the warrior suffers only half of the normal penalties
and the warrior is able to make slight adjustments when donning the
armor to improve its capabilities. The warrior does this with naturally
honed instincts so he cannot help others to put on their armor to gain
these bonuses. If the warrior spends an extra melee round to put on his
or her armor, the armor receives +10 S.D.C. and +1 armor rating at
level 6 and an additional +5 S.D.C. and +1 armor rating at levels 10
and 14.
- Warriors & Armor
Most Warriors prefer to wear heavy armor when they expect heavy combat,
but they will wear lighter armor for increased mobility and stealth
when needed. The warrior suffers the usual penalties for wearing armor:
-5% to prowl, swim, and climb in light armor, -10% to prowl, swim, or
climb in chain or scale mail and half suits, and -15% to prowl and -20%
to climb / scale walls or swim in full splint or plate armor.
- Bonuses
Warriors receive +1 to initiative, +2 to pull punch, +5 S.D.C. at
levels 1, 4, 8, 12, and 15 and +1 to save vs. horror factor at 1, 3, 6,
9, 12, and 15.
Attribute Requirements:
O.C.C. Skills:
- Language: Native Tongue (at 98%)
- Literacy: Native Tongue (at 98%)
- Body Building & Weight Lifting
- General Athletics
- Math: Basic (+5%)
- Military: One of choice (+10%)
- W.P.: Two of choice
- Hand-to-Hand Combat: Expert (Hand-to-Hand combat can be improved to
Martial Arts at the cost of two OCC Related Skills, but this can only
be done at first level)
O.C.C. Related Skills:
- Select five other skills. Select two additional skill at level 4, 8,
12, and 15. All new skills start at a level one proficiency.
- Communications: Sign Language only
- Domestic: Any
- Espionage: None
- Horsemanship: General or Exotic only
- Medical: None
- Military: Any (+10%)
- Physical: Any (+5% where applicable)
- Rogue: None
- Science: None
- Technical: Any (+5%)
- W.P.: Any
- Wilderness: Wilderness Survival only
Secondary Skills:
- The Warrior can select three secondary skills from the list of
available skill categories at level one and an additional two skills at
levels 5, 10, and 15. Secondary skills do not receive any bonuses
listed above and all new skills start at a level one proficiency.
Standard Equipment:
- Weapons: Starts with a dagger and two weapons, one of which must
be a weapon that the warrior has a W.P. in; all are basic weapons of
good quality.
- Armor: A suit of Chain Mail (AR of 14, S.D.C. of 44) or Studded
Leather (AR of 13, S.D.C. of 38), player's choice, and a small shield,
either metal or wood.
- Other: Two sets of traveling clothes, a traveling robe with hood,
traveling boots, a pair of hard leather gloves, a belt, a backpack, a
medium-sized to large purse / satchel, two small sacks, a water skin,
30' (9.1 m) of rope, and a tinder box.
- Money: The character starts with 4D6x10 in gold. This is in
addition to the equipment listed above.
Experience Table:
| Level: |
XP Range: |
| 1 |
0000 - 1860 |
| 2 |
1861 - 3720 |
| 3 |
3721 - 7440 |
| 4 |
7441 - 14,880 |
| 5 |
14,881 - 23,880 |
| 6 |
23,881 - 34,880 |
| 7 |
34,881 - 48,880 |
| 8 |
48,881 - 68,880 |
| 9 |
68,881 - 92,880 |
| 10 |
92,881 - 124,880 |
| 11 |
124,881 - 166,880 |
| 12 |
166,881 - 212,880 |
| 13 |
212,881 - 272,880 |
| 14 |
272,881 - 324,880 |
| 15 |
324,881 - 384,880 |