Solider
- Starts with Dual Wielding Proficiency at Level 1.
- Start with an attack type proficiency of choice at level 1.
- Start with Melee Proficiency at Level 1.
- Soldier's spells are 10% less effective
- Soldier's Mental is 10% Less than Race Max
- Soldiers can use any weapon
- Soldiers can wear any armor type and use any shields
- Soldiers have +5 to Crit and Hit Target with guns
You may be a solider in the your nation's army, or you may be a mercenary for hire. The point is, you know how to fight and fight well. You handle the any weapon, conventional or not, that you get your hands on and you are good with guns. You are the fighter, plain and simple. What you are not is a master of magic or light on your feet.
The Soldier Profession is all about combat and winning combat. They serve in armies, are mercenaries, hit men, or any other profession that deals with combat. If you want to be the soldier or the fighter, this is the profession for you.
Starting Bonuses and Penalties
You already know that playing as a soldier grants you imperial issued equipment, 50 character points at character creation for skills, and 200 shillings per week salary. However these are not the only benefit a soldier receives.
Tier Levels and Costs to Acquire
The cost to acquire the skill depends on the level you are acquiring the skill, as well as the tier level of the skill.
Tier 1
- Level 1: 25/50
- Level 2: 50/100
- Level 3: 75/150
- Level 4: 100/200
Tier 2
- Level 1: 50/100
- Level 2: 75/150
- Level 3: 100/200
- Level 4: 125/250
Tier 3
- Level 1: 75/150
- Level 2: 100/200
- Level 3: 125/250
- Level 4: 150/300
Tier 4
- Level 1: 100/200
- Level 2: 125/250
- Level 3: 150/300
- Level 4: 175/350
Tier 5
- Level 1: 125/250
- Level 2: 150/300
- Level 3: 175/350
- Level 4: 200/400
Tier 6
- Level 1: 150/300
- Level 2: 175/350
- Level 3: 200/400
- Level 4: 250/450
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A soldier starts with the Dual Wielding Proficiency skill at level 1.
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Soldiers start with an Attack Type Proficiency skill of their choice at level 1.
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Start with Melee Proficiency at Level 1.
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Soldier's spells are 10% less effective.
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A soldier is often not seen as a scholarly man, therefore their mental will be capped at 10% less than their race max. So if the soldier's race max for mental is 100, their mental won't exceed 90.
Effects on Weapon Usage
Soldiers can use any weapon they so desire. Soldiers have +5 to Crit and Hit Target with guns.
Effects on Armor Usage
Soldiers can wear any armor type and use any shields.
Character Point Rate
oldiers pride themselves in their knowledge of combat. They don't care as much about scholarly things or being sneaky. Instead, they want to know how to do more damage. Offense is the way to go for them.The Soldier's character point rate is:
- Mental x 0.01; with an additional +0.2 for every level obtained in Melee Proficiency past level 1 (total of +0.6 bonus possible).
- A soldier who gets all 4 levels of Attack Type Proficiency gets to roll a 1d% increased by Mental as a percentage for extra character points. This is for each type, giving a total of four 1d% rolls for extra points.
- A soldier who gets all 4 levels of Weapon Proficiency gets to roll 2d% increased by Mental as a percentage for extra character points. The soldier can only get this bonus 4 times.
- A soldier who gets at least 1 level in every soldier skill (one attack proficiency type and one weapon proficiency) gets their End of Session Bonus as extra character points.
- A soldier's End of Session Bonus rate is your character point rate increased by 1/2 Strength. So if your character point rate is 1.5 and your Strength is 60, you would take 1.5 x 30 to get 45 extra character points at the end of the session. The GM can of course reward extra character points based on role playing.
Skills
A soldier is a trained fighter. Therefore they will be able to master fighting skills better than others. For a soldier, any skill listed below has its character point cost cut in half.
Soldiers are masters with guns. They can use any gun related skill from the Hunter profession as if they are Soldier skills, meaning that those skills count as additional soldier skills. Soldiers can also use the skills from the Soldier Combo Profession as in profession skills, but without any extra benefits of that Combo Profession. The Soldier Combo Profession is not available in this campaign.
Soldier Skill Progression
Soldier Skills
Skill
|
Stat Cost
|
Range & Area
|
Duration
|
Check Roll
|
Effects
|
Requirements
|
|---|---|---|---|---|---|---|
| +1d10 Damage | 2 Endurance | Increases the damage done by 1d10. If using a weapon, this is added to your weapon as extra attack value. If unarmed, it is added to your Melee Power. |
Level 1: 1d10; 2 Endurance Level 2: 2d10; 4 Endurance Level 3: 3d10; 6 Endurance Level 4: 4d10; 8 Endurance |
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| 2-Handed Proficiency | N/A | Increase Melee Power by 25% (x 1.25) for each level of mastery. This is an increase to the Melee Power for each hand. Since you are using a 2-handed weapon, you are already applying Melee Power twice. If your Melee Power is 12, this would be 12 x 1.25 = 15, so you'd use 15 + 15 + weapon attack value. |
Level 1: 25% (x1.25) Level 2: 50% (x1.5) Level 3: 75% (x1.75) Level 4: 100% (x2) |
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| Attack Type Proficiency | N/A |
Increase Hit Chance by 10% with attack type per level. The Attack Types are:
Each attack type is its on skill and you would have to level up each one individually. Just because you have an attack type slashing at level 3 you won't also have piercing at level 3. When you acquire piercing it will be at level 1. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Critical Shot | N/A | Allows for a Luck Chance +5 per level of mastery to add ammo attack value twice. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Dual Guns Proficiency | N/A | Allows for using skills with hand gun in second hand. This can only be used with hand guns. Basically, this allows you to have a hand gun in each hand. Normally you would only be able to use the gun skills with the hand gun in your prominent hand, however with this skill you can also use those skills with the gun in your off hand. | N/A: only one level | |||
| Dual Wielding Proficiency | N/A | By default you do not add Melee Power to your second hand when you are dual wielding. This skill allows you to add some melee power to the weapon in your second hand, making it more powerful. |
Level 1: Add 1/2 Melee Power to 2nd Hand Level 2: Add full Melee Power to 2nd Hand |
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| Extra Aimed Shot | 8 Soul | This skill allows for using the next shot with no hit chance loss, as long as you have a Rate of Fire that is greater than 1 with that gun. |
Level 1: 1 extra shot not hit chance loss; 8 Soul Level 2: 2 extra shots not hit chance loss; 16 Soul Level 3: 3 extra shots not hit chance loss; 24 Soul Level 4: 4 extra shots not hit chance loss; 32 Soul |
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| Increased Critical | N/A | This skill increases the chance that your hit will be a critical hit by +5. This is an instant effect that only applies when used. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Melee Proficiency | N/A | Increase Melee Power by 10%. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| One Shot Kill | 8 Soul | This skill gives a 5% chance per level that the shot kills the target instantly. The chance is doubled if the target is not wearing armor. |
Level 1: 5%; 8 Soul Level 2: 10%; 16 Soul Level 3: 15%; 24 Soul Level 4: 20%; 32 Soul |
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| Power Empowerment | 5 Endurance | Increase Power by 10% of Perceive for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| Precise Shot | 5 Soul | +5 to Hit Targeting per level. |
Level 1: +5; 5 Soul Level 2: +10; 10 Soul Level 3: +15; 15 Soul Level 4: +20; 20 Soul |
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| Special Weapon Damage | N/A |
Critical Hit automatically inflicts special weapon damage based on the weapon attack type. Special Weapon Damages:
Weapons may also have special weapon damages listed that can apply here. |
Increase dice rolls by 1 for inflicted status effects per level. For example, level 2 slashing will cause 2d6 bleeding damage and level 3 piercing will cause 3d4 bleeding damage and 3d10 wound damage. | |||
| Vitality Empowerment | 5 Endurance | Increase Vitality by 10% of Strength for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| Weapon Proficiency | N/A |
Increase the attack value of your chosen weapon type by 10% per level. Warriors can learn to use any weapon type, but you are limited to 3. Your choices are:
Each weapon type is its own skill and must be acquired and leveled up separately. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
Soldier Growth
As you develop and master skills within your soldier profession, you will become a more capable soldier. Each set of skills mastered will increase your tier level in your profession, which in turn will provide you with more benefits.
Tier 1: Basic Soldier
This is the tier level you start out as. The starting bonuses listed earlier apply here.
Tier 2: Novice Soldier
To reach this tier, you must acquire all of the skills in one line of the melee proficiency skill chain at level 1. As a novice soldier you benefit from the following bonuses:
- Hit Chance increased by 15%.
- +0.2 to Character Point Rate
Tier 3: Skilled Soldier
To reach this tier, you must acquire all of the skills in one line of the melee proficiency skill chain at level 2. As a skilled soldier you benefit from the following bonuses:
- Melee Power increased by 10% strength.
- +0.2 to Character Point Rate
- 10% of Strength added to Strength as a modifier
- 10% of Fortitude added to Fortitude as a modifier
- At the cost of 50 character points, you can take on the Magical Soldier trait, removing your penalties on spell casting.
Tier 4: Master Warrior
To reach this tier, you must acquire all of the skills in one line of the melee proficiency skill chain at level 3. As a master soldier you benefit from the following bonuses:
- Hit Chance and Hit Targetting increased by 15%.
- +0.2 to Character Point Rate
- 10% of Fortitude added to Fortitude as a modifier
- Endurance increased by 10% of Strength as a modifier
- +10 to Critical Hit
Combo Professions
With some professions, once you reach a certain point in character development, you can open up a combo profession. This combo profession would allow you to to learn new skills and gain new bonuses along with your main profession. Warriors can open into the following combo professions: Ninja, Runic Knight, Crusader, Dark Knight, and Blade Dancer.
- Ninja: Ninja is a combo profession of Warrior, Monk, and Thief
- Runic Knight: Rune Knight is a combo profession of Soldier (using swords as weapon proficiency) and Runic Mage
- Crusader: Crusader is a combo profession of Warrior and Cleric and requires a positive morality
- Dark Knight: Dark Knight is a combo profession of Warrior and Cleric and requires a negative morality
- Blade Dancer: Blade Dancer is a combo profession of Warrior and Entertainer following the dancing skill set.
Due to the epecialization in guns for Soldiers, they can also open into the following Combo Professions:
- Arcane Sharpshooter: if you get the Long Gun Proficiency from Hunter or make Long Guns be your weapon proficiency in Soldier.
Combo Professions is a new profession that grants you new skills and abilities. When you are able to go into a combo profession you continue to follow your main profession and the combo profession in regards to what skills are in profession and profession growth. The other professions that are apart of the combo profession offer no benefit.
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