The Primal
Warrior is a physically mighty embodiment of the strength of the Natural
Order. The energies of the world flow throw them, and they are literally
forces of Nature. Woe betide the foe who stands astride the Primal Warrior's
path. |
A Primal
Warrior is fun to play because they are rugged and adaptable, and able to
fill many roles in most any adventuring party, particularly with a well
chosen selection of Spell Skills. |
Cost |
Ability |
55 |
Savage Package |
25 |
Derwydd Apprentice Package |
20 |
Alert Package |
4 |
Trackless Stride: Gliding: 6"; Ground
Gliding (-1/4), Only Usable While In Good Standing With Faith (can't
be removed; -1/4) |
2 |
Strong: +2 STR |
4 |
Durable: +2 CON |
4 |
Resilient: +2 BODY |
5 |
Vital: +5 PRE |
6 |
Dexterous: +2 DEX |
125 |
Total Cost of Abilities |
Value |
Disadvantages |
-10 |
Physical Limitation: May Only Use Derwydd
Spells If In Good Standing With Religious Beliefs (Infrequently, Greatly
Impairing) |
+115 |
Total Cost of Package |
Savages are warriors from more primitive and / or less civilized lands who rely
on sheer athleticism and moxy rather than fancy or well crafted armaments. Savages
tend to focus on survival and overall fitness.
|
Savages can be somewhat similar to Light Foot but without concentrating overly much
on the mastery of a specific weapon (to a Savage everything is a weapon), and with
more concentration on raw athletic ability.
|
Despite the connotation of the word "savage", Savages are not ravening
brutes by default; they are simply primal and unspoiled by more advanced modicums
of behavior. Many Savages follow a personal or cultural Code of behavior that, while
typically more practical and/or direct, is nevertheless as binding to them as a
well defined Code of Chivalry is to the most hide-bound and chivalrous of Knights.
This is a concept often referred to as "the Noble Savage".
|
Cost
|
Ability
|
3
|
Strong: +3 STR
|
3
|
Quick: +1 DEX
|
10
|
Nimble: +1 SPD
|
6
|
Durable: +3 CON
|
6
|
Resilient: +3 BODY
|
16
|
Choose One:
|
|
- Combat Skill Levels: +2 All Combat
|
|
- Combat Skill Levels: +2 DCV and
+2 OCV w/ Tight Group
|
|
- Skill Levels: +1 Overall Level and
+2 OCV w/ Tight Group
|
|
- Penalty Skill Levels: +4 vs. Range Modifier with All Attacks and
Telescopic Sight: +4 with Normal Sight only to Offset Range Penalties and
Enhanced Perception: +2 PER with Normal Sight
|
2
|
AF: Light Armor Proficiency
|
1
|
AF: Shield Proficiency
|
6
|
WF: Common Melee, Common Missile, Uncommon Melee
|
2
|
Survival: Any 1 Environment
|
55
|
Total Ability Cost
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
12
|
Fleet: +2" Run (8" Total), Reduced Endurance (0 End, +1/2), Affects
Base
|
5
|
Frightening Intensity: +10 PRE; Offensive Use Only (-1)
|
5
|
Fearless: +10 PRE; Defensive Use Only (-1)
|
4
|
Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima
(-1/2)
|
10
|
Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
|
6
|
Shifty: Combat Luck (3 PD/3 ED)
|
4
|
Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing
Armor (-1/2)
|
4
|
Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing
Light Armor (-1/2)
|
5
|
Savage Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent
(+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self
Only (-1/2)
|
10
|
Savage Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post
Segment 12 Recovery In Combat (-2)
|
-5
|
Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
|
-5
|
Psychological Limitation: Savage Code (Define) (Uncommon, Moderate)
|
-10
|
Psychological Limitation: Dislikes Magic & Those Who Use It (Common, Moderate)
|
-10
|
Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
|
-5
|
Social Limitation: Savage (Feared & Discriminated against in cities) (Frequently;
Minor; Not Limiting In Some Cultures)
|
The Derwydda Magic System is
detailed
here. |
Derwydd
Apprentices have learned the rudiments of their art, but have much yet to
discover. Useful for mixed-profession characters. |
Cost |
Ability |
15 |
Derwydd Spell Skills |
3 |
KS: Nature Lore |
3 |
+1 Penalty Skill Level to
offset Combat Casting Penalty with All Spells |
4 |
Nature Sense: Detect (Sight): Plants,
Animals, Pure Water, (Class of Things Discriminatory) (10 Active
Points); Extra Time (Full Turn, -1); Only Usable While In Good
Standing With Faith (can't be removed;
-1/4) |
Value |
Disadvantages |
0 |
None |
+25 |
Total Cost of Package |
Cost |
Options |
3 |
PS: Create Standing Stone |
3 |
Resistance to Fire & Electricity: Armor 0 PD/5 ED,
Hardened (+1/4) (9 Active Points); Only vs Fire & Electricity (-1 1/2), Only Usable While In Good Standing With Faith (can't be
removed; -1/4) |
4 |
Trackless Stride: Gliding: 6"; Ground
Gliding (-1/4), Only Usable While In Good Standing With Faith (can't
be removed; -1/4) |
8 |
Immunity to Poison: LS: Immunity to Poison;
Only Usable While In Good Standing With Faith (can't be removed;
-1/4) |
3* |
+1 Penalty Skill Level to
offset Combat Casting Penalty with All Spells |
var |
More Spell Skills |
10 |
Strong Willed: +5 EGO |
7 |
Stamina: +14 END |
5 |
Bright: +5 INT |
5 |
+1 with All INT
Based Rolls |
10 |
Adaptable: +1 Overall Skill
Level |
2 |
WF: Derwydd Group (Scicle, Staff,
Sling, Dagger) |
-15 |
Psychological Limitation: Maintain Natural
Balance (Common,
Strong) |
-15 |
Psychological Limitation: Hatred vs Undead (Uncommon,
Total) |
-5 |
Social Limitation:
At Odds With Organized Religion (Churches and Religions dedicated to Deities) (Frequently; Minor;
Not Limiting In Some Cultures) |