![[LotM TTRPG] Warrior Pathway (Sequence 9 – 4)](https://preview.redd.it/wtulkdnnb3uh1.png?auto=webp&s=1de2a5221fdab25a3c40b00c2b781bf99971a04f)
[LotM TTRPG] Warrior Pathway (Sequence 9 – 4)
Credit for the art: Angry_Pepper (u/Affectionate-Bad1284)
You can find this post in PT-BR on: LotM TTRpg Caminhos: Guerreiro - Caçador de Demônios (Witcher)
Warrior
Weapon Master and Martial Arts: 25 The character has a supernatural ability with firearms or melee weapons, shields, and any martial art, being able to use all of them without training on a DX roll, and those with at least 1 point gain a +4 bonus. He is also able to learn combat arts 40% faster.
Weak Spirituality: -5 The character has a Beyonder-like spirituality but weaker than most Sequence 9s; he is only able to learn the simplest ritualistic spells.
Can Be Bought:
- Arm ST +4: (20)
- DX +1: (20)
Pugilist (Gladiator)
Extra Attack: 25 The character is able to attack more than once per turn.
Ambidexterity: 5 The character is able to fight and handle things equally well with either hand and never suffers the -4 DX penalty for using his off hand. If an accident occurs with either of the character's arms (or hands), assume it was the left one.
Enhanced Tracking: 5 The character is able to “track” one more target. An Aim or Evaluate maneuver (p. 364) normally applies to a single target. Enhanced Tracking allows the character to perform the maneuver on one additional target. The character is able to track only targets he is able to detect, and it is not possible to Aim at a number of individuals greater than the number of ready weapons.
Supernatural Touch: 5 His body and melee weapons become able to momentarily touch non-physical existences, allowing his attacks to affect spiritual bodies.
Supernatural Resistance: 20 The excellent physique of his body can reduce the negative effects of certain supernatural powers:
>Afflictions: Mystical attacks are resisted with a +3 bonus. Damage: The character has DR 5 (Tough Skin).
Can Be Bought:
- ST+4 (40).
- HT+2 (20).
Weapon Master
Weapon Mastery: 50 The character is able to instantly have a level of familiarity and effectiveness of a grand master when using any type of “weapon” in combat; this includes, but is not limited to, his body, Beyonder weapons, mystical items, sealed artifacts, any forms of swords, firearms, other types of armament, etc.
Muscle-Powered Weapons: When using muscle-powered weapons such as swords, the character receives:
- A +2 per die bonus to basic damage for thr or sw.
- The character suffers only half the usual penalty to perform a Rapid Strike (p. 369) or to Parry more than once per turn (p. 376). Finally, the character can learn any combat skills such as Blind Fighting and Power Blow, provided there is a reason for him to learn and train these skills. The GM has the final word.
Precision Weapons: The character is able to make extraordinarily precise shots without aiming, with firearms (any weapon not based on ST); with one-handed weapons he receives the Accuracy bonus of the weapon he is using even without using the Aim maneuver. When using two-handed or automatic weapons, the character receives half the Accuracy bonus (rounded up) without needing to Aim. If he Aims, the character receives the full Acc, bracing, and aiming bonus, and additional seconds of Aiming also grant the traditional benefits.
Cinematic Skills: The character gains the cinematic skills:
>Melee Weapon! (DX/H): Replaces all specializations with Main-Gauche, Shortsword, Two-Handed Sword, Force Sword, Broadsword, Knife, Jitte/Sai, Rapier, Saber, etc., Cutlass, as well as skills related to Fast-Draw.
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>Ranged Weapon! (DX/A): Replaces all specializations with Bow, Beam Weapons, Guns, Artillery, and Liquid Projector, as well as all skills related to Fast-Draw. All points he had in skills go into them, and Talents still apply to these skills.
Master Pugilist: 20 The character gains the cinematic skill “Unarmed!” DX/VH, and all points he had in martial arts and unarmed combat skills go into it. All effects of the character’s martial arts combine; keep a list of known arts and their effects. Talent +4 (Weapon Master and Martial Arts**) still applies to this cinematic skill.
Strengthened Abilities: Weapon Suppression: 15 The character can suppress the negative effects of extraordinary items in weapon form, being able to choose 3 items and transform the negative effects into simple quirks that at most are annoying but not dangerous. (Ex: suppress the effect of an item that causes 1d damage per use to only 1 HP or 1 FP.) or even completely neutralize the negative effect if it is a quirk.
Spirituality: +5 The character has his spirituality improved to a high enough degree, allowing him to gain the ability to conduct more advanced Ritual Magic and learn Spirit Vision.
Physical Enhancement: 60 ST+3 (30), DX+1 (20), HT+1 (10).
Dawn Paladin
Giant Physique (Strength of Giants): 35 The character’s body becomes like that of common giants.
>Stamina: The character seems to have inexhaustible stamina; the character loses FP at 1/10 the normal rate. Growth: When concentrating, the character can grow by +1 SM, thereby increasing his strength by +10% and making it easier to overcome obstacles. If the character grows in an enclosed environment, he causes his maximum thr damage to the walls or ceiling of the room each second until he breaks through it.
Enhanced Move 2.5 (Ground): 50/5= 10 He multiplies his Move by x6. If the character’s Basic Move was 8, he could run at a speed of 48 meters/second (172.8 km/h).
Dawn Light: 50/5= 10 The character creates an aura of light in an area of 48 meters around him, for 10 minutes. It has the effects:
- Purification: Dissipates powers or energies inclined toward evil, corruption, and degeneration;
- Nullification: Nullifies concealment and shadow effects, deactivating invisibility up to 60 points and weakening shadow powers according to the GM’s description;
- Bonus: +8 to resist effects of pathogens (diseases), radiation (rad), and electromagnetism (surge).
Dawn Armor: 70/5= 14 The character creates a complete silver armor that has no weight and does not hinder his movements. It has DR 20 Semi-Ablative (every 10 damage suffered reduces DR by 1), and Hardened 2 (ignores armor divisor 3 and below). This armor gives -2 to Stealth rolls, and to be activated it costs 2 FP; it requires 15s to regenerate the armor, which must be deactivated for the process to occur.
Dawn Armaments: 50/5= 10 The character has a range of dawn weapons with him, where he can choose any weapons he wishes to shape, causing thr+5 or sw+6 damage, which:
- He can choose between C, 1 or 1, 2 or 2, 3 or 1–4 (like a whip).
- Causes holy damage.
- Has an armor divisor 2.
- He can choose the strength of his weapon’s damage.
- He can choose the form his melee weapon assumes.
Dawn Sword: The character has his most powerful weapon, used to activate the Hurricane of Light; it has reach: C - 1, causes thr+6 (imp) or sw+7 (cut) damage, possessing the same parameters described above.
Hurricane of Light: 96 By spending 1 FP, the character destroys his Dawn Sword, creating a luminous vortex of cutting fragments in a 4m radius around him, causing 8d damage (cutting, holy). The character must make a Will roll so that allies are not affected by the shredding. To use it again requires a recharge time of 2 minutes.
Strengthened Abilities: Supernatural Resistance: +15 Damage: The character’s natural resistance becomes more potent, receiving +5 to his DR, totaling DR 10 (Tough Skin).
Combat Mastery: +20 The character has his body and senses even more attuned to combat, facilitating the use of powerful techniques; he receives a +4 bonus to the skills: Power Blow Will/H, Blind Fighting Per/VH, Immovable Stance DX/H, Zen Archery IQ/VH, Throwing Art DX/H, and reduces by 40% the time needed to learn skills during play.
Physical Attribute Improvement: 100 ST+3 (30); DX+1 (20); HT+2 (20); FP+10 (30) +4d6 cm.
Guardian
Find a Person or Group you wish to protect and to whom you dedicate yourself, protecting them for at least one year.
Protection: 130 By spending 4 FP, the character kneels, planting his Dawn Sword in the ground and assuming a Total Defense posture, releasing a light similar to dawn (-4 to Stealth) that raises an invisible barrier with a 2-meter radius around him, protecting himself and allies within the area. The barrier has the following characteristics:
- Damage Resistance 30,
- Hardened 4 (ignores armor divisor 10 and below),
- Resistant to corrosion damage (does not lose DR from corrosion damage),
Guard: 30 If he wishes, the character can absorb any damage that gets past his allies’ DR within a 10-meter area around him, but the damage will not be reduced in any way even if the character has injury resistance, and if multiple allies suffer damage at the same time, the character will have to endure the accumulated damage from everyone he protects.
Strengthened Abilities: Dawn Armor: +50 The character’s armor becomes much more rigid; it now has Hardened 4 (ignores armor divisor 10 and below) and requires only 5 seconds of recharge to regenerate the armor.
Dawn Armaments: +7 The character can now create muscle-powered ranged weapons such as: Bows, Spears, Darts, etc. The range parameters are as in the equipment (see p. 275).
Supernatural Resistance: 128 The character’s defenses are enormously improved:
- Afflictions: Mystical attacks are now resisted with a +8 bonus, and attacks that cannot be resisted take 3 times longer to affect the character’s body (minimum 3 seconds).
- Illusions: The character becomes immune to being confused or disoriented by Illusions (as long as it is not cosmic).
- Damage: The character’s natural resistance becomes more potent and rigid, receiving +10 to his DR, totaling DR 20 (Tough Skin) with Hardened 4 (ignores armor divisor 10 and below).
Obstinate: 5 The character has his spirituality improved to fortify his meditation and concentration. He receives a +3 bonus on skill rolls in which he needs to concentrate, but while concentrating he must make a Will roll at -5 to avoid ignoring his entire surroundings.
Physical Attribute Improvement: 0 The character gains the Gigantism trait (p. 19).
Can Be Bought:
- FP+10 (30 points).
- ST+3 (30 points).
Demon Hunter (Witcher)
Solve a problem or disaster caused by a powerful Demon or Malevolent Creature.
Eye of the Demon Hunter: 60 The character can identify the nature, weaknesses, and condition of a target and whether it is corrupted, possessed, or even lying. When he uses this ability, a complex dark-green symbol appears in each of his eyes.
- Identify Weakness: This ability allows identifying the weak points of his targets, such as vital organs and nerve bundles, with deadly precision. Make a Perception roll at -5 before making an attack against the target. On a success, all damage that penetrates DR is doubled, or tripled if the character attempted to hit vital organs (Attack penalty).
- Detect Degeneration and Corruption: With a Sense roll, the character can precisely detect the location of any type of corruption within his line of sight.
- Detect Lies: With this ability active, the character gains a +3 bonus to Detect Lies, Fortune-Telling, and Psychology rolls.
Alchemy: 50 The character can create magical potions, but in a different way from a potion master: holy unguents, essential oils, and special marks using various mystical materials (collected during his hunts). Each alchemy created can have a maximum of 80 points and contains only 1 use; ingesting or applying items produces different effects such as Lightning, Freezing, Purification, Burning, Decomposition, and Exorcism. This allows attacking his targets’ weaknesses precisely.
Creation Time: The character takes much less time to make his potions than normal alchemists:
- Simple (1/2 of points) requires only 1d/2 minutes,
- Average (1/2 of points) requires 1d/4 hours,
- Complex (3/4 of points) requires 1d/2 hours,
- Amazing (above 3/4 of points) takes 1d hours.
Mental Concealment: 30 The character can conceal his actions and intentions, interfering with Divinations and Prophecies, preventing even targets capable of foreseeing danger and sensing malice from detecting him.
Mental Resistance: 20 The character is less affected by mental attacks, giving him a +5 bonus to rolls of this type.
Demon Hunter Talent: 20 The character has a Talent for: Survival (Per/A), Alchemy (IQ/VH), Observation (Per/A), Tracking (Per/A), Shadowing (IQ/A), and Hidden Lore “Monsters” (IQ/A). Receiving a +4 bonus to all these skills, even on rolls with preset values. This increases the effective value only for the attribute associated with the skill.
Danger Sense: 20 The character cannot always count on this advantage, but from time to time he has that feeling that something is wrong. Whenever the character is in danger of an ambush, imminent disaster, or another similar type of danger, the GM must secretly roll against his Perception. On a success, the character receives a warning that something is wrong. On a result of 8 or less, the GM must provide some details about the nature of the danger.
Strengthened Abilities Armaments -> Dawn Equipment: +3 The character possesses 15 modular points to condense his Dawn Light into objects that are not weapons (common objects normally have no point value). Beyond that, he can coat weapons with the brightness of Dawn so that they cause holy damage.
Dawn Sword: +10 The weapons created by the character now have Armor Divisor 3.
Dawn Armor: +20 The character’s armor now requires no recharge or FP cost.
Protection: +30 The character’s ability can block passage through the Spirit World and protect against Curses.
Hurricane of Light: +37 The character’s ability now costs no FP, deals 10d damage, and its recharge is reduced to 5 seconds.
Attribute Improvement: 100 ST+10 (100), SM+1 (3m).