Adventurer: The Fighting Man
Fighting Man
- Support
- Infantry
- Archer
Career Progress
| | Survival | Advancement |
| Support | End 5+ | Edu 7+ |
| Infantry | Str 7+ | Int 5+ |
| Archer | Dex 6+ | Int 6+ |
Qualification: End 5+
- If you are aged 30 or more, -2DM
- Per previous career, -1DM
Skills and Training
| | Personal Development | Service Skills | Advanced Education | Officer Skills (Minimum Rank 2) |
| 1 | +1 Str | Athletics (any) | Siege Engineer | Tactics (Military) |
| 2 | +1 Dex | Tactics (Military) | Interrogation | Leadership |
| 3 | +1 End | Signals | Combat Engineering | Advocate |
| 4 | Gambler | Discipline | Recruiting | Diplomat |
| 5 | Athletics (any) | Melee (any) | Navigation | Animals (Riding) |
| 6 | Melee (Unarmed) | Survival | Recon | Administration |
| | Support | Infantry | Archer |
| 1 | Signals | Heavy Armor | Trade (Fletcher) |
| 2 | Medicine | Discipline | Ranged Combat (any) |
| 3 | Navigation | Athletics (Endurance) | Athletics (any) |
| 4 | Mechanical Works | Melee (any) | Discipline |
| 5 | Animals (any) | Survival | Survival |
| 6 | Melee (any) | Melee (Blade) | Ranged Combat (Bow) |
Ranks and Benefits
| | Rank | Skill or Benefit |
| 0 | | |
| 1 | | Melee 1 |
| 2 | Corporal | Discipline 1 |
| 3 | Sergeant | Leadership 1 |
| 4 | Lieutenant | Tactics (Military) 1 |
| 5 | | Social Standing 10 or +1 Social, whichever is higher |
| 6 | Captain | Social Standing 12 or +1 Social, whichever is higher |
Mustering Out Benefits
| | Cash | Other Benefits |
| 1 | 20 gold | +1 Str |
| 2 | 50 gold | +1 Int |
| 3 | 50 gold | Weapon |
| 4 | 100 gold | Weapon or Shield |
| 5 | 200 gold | Armor |
| 6 | 300 gold | Armor or +1 End |
| 7 | 400 gold | +2 Soc |
Mishaps
| | Mishap |
| 1 | Injured. Roll on the injury table. |
| 2 | Your confidence is shaken in a lost battle. Lose one rank in Discipline. (If the result is negative, then the character loses access to the Discipline skill and acts as unskilled.) |
| 3 | Arrive too late to assist in a battle when it mattered. Turn an Ally into a Rival or just gain a Rival. |
| 4 | An injury either physical or mental grips you in combat. -1 Dex DM for determining initiative. |
| 5 | Superiors question your abilities. You may keep your benefit roll for this term, but still leave the career. If not being ejected from the career, take a -2 DM on your next advancement roll. |
| 6 | You are sent to the armpit of civilization and just can't take it anymore. Muster out at the end of the term. |
Events
| | Event |
| 2 | Disaster! Roll on the mishap table, but you are not ejected from the career. |
| 3 | You are assigned to guard an embassy. Gain Diplomat 1 or Language (any) 1. |
| 4 | Receive advanced training. Roll Edu 8+ to gain Tactics (military) 1, Combat Engineering 1, or Siege Engineering 1. |
| 5 | A commanding officer takes an interest in your career. Gain Tactics (military) 1 or +2 DM to your next Advancement Roll. |
| 6 | Gambling helps to pass the time. Gain Gambler 1. If you wish, roll Gambler 8+. If you succeed, gain an additional Benefit roll. If you fail, lose 1 Benefit roll. |
| 7 | Life Event. Roll on the Life Events table. |
| 8 | Assault an enemy encampment. Roll Melee (any) 8+ or Ranged Combat (any) 8+. If you succeed, gain a rank in the skill you used. If you fail, roll on the injury table. |
| 9 | Personal guard for a noble person. Gain +1 Social Standing. |
| 10 | You discover a traitor among the troops. Gain an Enemy, as well as a +2 DM to your next Advancement Roll. |
| 11 | You found yourself in the heart of action and survived. Gain one level in Discipline. |
| 12 | You display heroism in a battle. You are automatically promoted. |
We used Golan 2072's OGL Fantasy Equipment List to derive muster out cash amounts. The amounts haven't been thoroughly tested so the figures may need tweaked but I think we're on the right track.
- Str 11
- Dex 7
- End 8
- Int 7
- Edu 6
- Soc 8
- Animals 0
- Athletics 0
- Discipline 2
- Farming 0
- Heavy Armor 1
- Melee (sword) 1
- Signals 0
- Survival 0
- Tactics (Military) 0
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