Ares
Warriors: Blessed by a God
(based on Warrior: The Fight by Eric Woodward (edwoodward@bigfoot.com))
(edited by Graf Flanf)
"And now for a taste of things to come. . ."
-- Shang Tsung, Mortal Kombat
Rachel could hear her pursuers catching up to her. Street urchins, she thought, out looking for a gang-bang. She tried to evade them, but the city was unfamiliar to her, especially at night. Nonetheless, she felt that they would certainly catch her if she didn't do something soon, so she picked a random street, and turned the corner.
She hadn't gone five feet when she realized the mistake that she had made. The alley dead-ended into a brick wall after about 20 feet, and there was nothing she could see to hide behind. She spun around, hoping to make it out before the gang caught up to her, but they cut her off at the entrance. For the first time she could clearly see them. There were three of them -- two were dressed in leather and face-paint, with fairly decent builds and guns strapped on their sides. It was the middle one, though, which really caught her attention. Although he just seemed like another Goth, with pale skin, jet black hair, a leather jacket, and army boots, something seemed inherently odd about him. He was overly tall, moved surprisingly gracefully, and carried himself with an aura of superiority that she had never seen before.
Franticly, she scanned the walls, searching for a fire escape or ladder, but it was to no avail. As she backed towards the end of the alley, she began wondering why she had even returned to this city after all these years. After all, it was in an alley just like this that her parents had been killed so many years before, and if Master Cho hadn't been there, she would have undoubtedly joined them.
Master Cho -- the name alone brought up a reservoir of strength and courage in her. He had trained her how to live, how to think, and, when necessary, how to fight. So, focusing on her enemies, she took a deep breath and readied herself for battle.
The two thugs walked towards her, making comments about how much fun they were going to have, while the tall one just watched. The one on her left tried to grab her arm, but she spun quickly, delivering a right hook straight to his face. As he staggered, the one on her right ran behind her and tried to grab her with both arms. Just when he got a hold, she kicked off with both of her legs, throwing herself back towards the wall, and smashing her assailant into the bricks. The stun broke his grip, and gave her a clear look at the other thug, who was pulling the gun from its holster. Thinking quickly, she spun, grabbing the arm of the stunned thug, and hurtled him towards his accomplice, who accidently shot him dead. As the thiug with the gun tried to figure out what had just happened, she leapt into the air, focusing her entire body weight into her foot, and landing on his head, snapping his neck.
She turned to face the leader, but he was gone. Suddenly, she heard him speak from right behind her. "That was amazing." She jumped forwards, spinning around to face him in a battle ready stance. He smiled lightly. "Now, try me on."
She thought she was ready for anything, but he moved so fast that she didn't even see his fist coming as it landed suqarely in her chest, sending her careening back into the wall. "What -- are -- you," she asked, gasping for air. He bared his fangs, letting out a growl. "I'm the predator, and you're the prey."
Rachel stared at the ground, one hand clutching her chest, the other barely keeping her on her knees. She knew she couldn't beat him with just her hand-to-hand skills. She could feel the hate welling up inside of her as she knew that it was time to use the power. She used all of her hate and all of her anger and focused them into her fists until they were literally burning with rage. Now she was ready.
The Vampire slowly reached down and, grabbing her hair, pulled her to her feet. At that moment, she reached up with her burning fists and grabbed his head by the hair, setting it ablaze. He grabbed his head, trying to put out the fire, but instead catching his hands on fire too. She backed away from him, channeling her rage into a huge ball of fire which she then threw at the burning creature. The heat proved to be too much for him and, as the fireball hit him, he exploded into tiny, flaming pieces all over the alley.
"Prey on that, asshole," she said, before finally turning and walking away.
Written by Eric Woodward
In the early bronze Age a Highlander called Ares (also known erroneously as a War-God) wanted to build the Mightiest Army that the World have ever seen, to conquer the whole Greece and to oppress even the Supernatural.
This was not an easy task but he have great knowledge in Magic and War and so he teach his Soldiers a secret form of fighting and learned them to use there Chi, a Secret Magical Power that any Mortal can possess. And he was even able to get through an Ritual (later called the "Highlander" Ritual) which give Mortals nearly the Power that a Highlander has because he need Bodyguards who have even a chance against other Highlander (or could stop them long enough that he can flee).
But after a time he saw that he become known among the Mortals as a Good. He was so fascinated of that fact that he tried to become really a Good and was successful after several Years of hard Tests. His Warriors become now unimportant and so he dismissed them.
The Warriors, now without a Leader, become themselves Leaders over Warriorgroups to rob the near Land, or the become Hero's like Heracles (later called Hercules). But none of them had the same life as before, they saw that there exist other Supernaturals, who are more powerful than themselves and that they where hunted by them even without any reason (in reality the Werewolf's and Vampires can't permit so much Power to normal Mortals, that they tried to kill them) and so only a couple of Ares Warriors exist in this time, who are full of hate and fear of the Creatures of Darkness.
Name: | ||||
Attributes | ||||
Abilities | ||||
Willpower | ||||
Chi | ||||
Combat Abilities | ||||
Focus | ||||
Focus Maneuver | ||||
Backgrounds | ||||
Freebie Points |
Bemerkungen:
Warriors berechnen ihre Combat Abilities getrennt von den anderen Abilities. Diese Abilities sind zwar teurer aber sie sind Effektiver als die Kampfskills aller anderen Wesen.
Sie erlangen einen höhen Kampfskill nicht ganz so schnell wie die anderen Wesen, das sollte aber nicht heißen das sie schlecht treffen um das wiederzuspiegeln erhalten sie auf alle Combat-Skill Rolls einen zusätzlichen Dice (Angriff, Dodge, Athletic Maneuvers,... z.B. ein Melee-Angiffs Wurf hat (Dex + Melee + 1) Angriffs dices).
Focus ist Grundsätzlich ein ähnlicher Trait wie Brawl, Meditation,... nur spiegelt dieser Trait die geistige Kontrolle über den Kampf mit Hilfe der rohen, ungebändigten Magie wieder. Dieser Trait ist am schwierigsten zu lernen, er ist aber auch der Mächtigste.
Noch ein paar kurze Worte zu Chi: Chi ist die Magische Kraft die ein Warrior anzapfen kann um seine Focus Manöver überhaupt durchführen zu können.
Anfangs können die Maneuver auch mit einer Limitierung gekauft werden: Um das Maneuver durchführen zu können werden Gesten oder Wörter benötigt. Durch diese Limitierung werden die Kosten um 1 gesenkt sie können jedoch nicht auf 0 fallen. Die Limitierung kann später wieder weggekauft werden.
Definitionen:
Hex: 1 Hex = 3 Meter
Knockdown: Der Gegner fällt, falls er getroffen wird, nieder und muß eine Aktion spenden um wieder aufzustehen (wenn das nötig ist).
Substained Hold: Der Gegner ist unfähig eine Aktion durchzuführen da er vom Warrior auf irgendeinen Weg festgehalten wird (Körperlich oder Geistig). D.h. der Gegner kann solange keine Aktion durchführen bis ihm entwerden ein Wider-standwurf gegen 6 gelingt (Werte werden beim Maneuver angegeben wobei der erste Wert, der Wert des Angreifers ist), der Angreifer den Griff aufgibt (indem er z.B. eine andere Aktion bzw. Angriff durchführt) oder nach Focus-Runden (die erste wird nicht mitgezählt).
Area Effect: Die Power wirkt auf das betroffene und die direkt angrenzenden Hexes gleichzeitig, bei Area forward wirkt die Power die angegebenen Hexes direkt nach vorne (wieder alle gleichzeitig betroffen)
Maneuver | Prerequisite | Special | |||||
Acid Breath | Focus 2 | 3 damage tests (+2/0/-2) | |||||
Aura Scan | Focus 1 | can detect Magic Auras on Object's and Persons if they concentrate a Round, but can't sense what kind of Aura it is (and can't detect the kind of Supernatural) | |||||
Balance | Focus 3 | +2 Bonus to Balance and Stealth Rolls, always on | |||||
Chi Kung Healing | Focus 4, Regeneration | Heals others: 1 Chi / HL or 3 Chi /Aggr. HL | |||||
Cobra Charm | Focus 2 | Sustained Hold (Int vs. Int), Victim follow Basic Commands (only Movement) from the Warrior. Broken if the Viction is more than 3 hexes away. No time-limit. No action allowed except of Move. | |||||
Death's Visage | Focus 3 | All in Sight: Sustainded Hold (Man + Focus vs. Wpr.): Victim(s) try to get as far away as possible. | |||||
Detect Supernatural | Focus 2 | like Aura Scan, but the Warrior know which Supernatural stood before him. | |||||
Dim Mak | Focus 4, Chi Kung Healing | Damage could be up to Focus-Turns delayed, one physical Attribute is reduced by one (min 1) regain the lost Point after 1 day rest and two Wpr or with Chi Kung Healing (1 Chi) | |||||
Double Weapon Strike | Focus 1, Melee 4 | Two Hit Attack with a Weapon, Use Melee and Physical Statistics for this Attack (Damage, Attack-Roll, Speed) | |||||
Entrancing Cobra | Focus 3 | Roll Dex+Focus vs. Wits+Occult, if the Contest is successful, treat the target as is she is dizzied next turn (lose one action) | |||||
Extendible Limbs | Focus 4 | Length = Focus, The Character can extend his Limbs up to Focus-hexes. | |||||
Fire Strike | Focus 2, Flaming Fist | Area forward Effect: Length = Focus, Fire dam. | |||||
Fireball | Focus 2 | Range = Wits + Focus, Fire damage | |||||
Flaming Fist | Focus 2, Brawl 2 | Fire damage, only for fist, use Brawl Statistics | |||||
Flash Kick | Focus 2, Brawl 3 | Knockdown, Use Brawl and Physical Statistics for this Attack (Damage, Attack-Roll, Speed) | |||||
Flight | Focus 3, Athletic 1 | Combat:1 Chi / Turn or Non-Combat:1 Chi / hour, Move = Stamina | |||||
Flying Fireball | Focus 3, Fireball | like Fireball + Range: Sight + cannot be dodged | |||||
Ghost Form | Focus 5 | Phase through matter - 2 Chi first turn, 1 Chi there after | |||||
Ice Blast | Focus 2 | Range = Wits + Focus, Sus. Hold (Victim Role an extended Strenght test->diff:6, # of Successes:4), the Sustained Hold also breaks if the Victim takes damage (the ice breaks first) | |||||
Improved Fireball | Focus 4, Fireball | like Fireball + Knockdown | |||||
Inferno Strike | Focus 4, Improved Fireball | like normal Fireball+Area Effect | |||||
Kongjin | Focus 4 | Punch or Kick without hand to hand fighting with a distance of Focus x 2, no block | |||||
Musical Acc | Focus 2 | If there is a background Music that fit to the Character, he get +1 Initiative, Move or Damage; could be changed each turn | |||||
Pressure Secrets | Focus 5, Dim Mak | See later | |||||
Regeneration | Focus 1 | like Chi Kung Healing but for self-healing | |||||
Repeating Fireball | Focus 4, Fireball | like Fireball + # of Balls = Focus, could be thrown at different Enemys | |||||
San He | Focus 4, Dodge 4 | Block Maneuver with Soak=Focus+Sta+Dodge, +2 Initiative next Round | |||||
Shock Treatment | Focus 3 | does Knockdown | |||||
Shockwave | Focus 2, Brawl 4 | does Knockdown, Area foreward effect up to 3 hexes away | |||||
Shrouded Moon | Focus 2, Athletics 3 | Stealth + Focus vs. Per+Alertness to be invisible, +1 Initiative next turn | |||||
Sonic Boom | Focus 2 | Range = Wits + Focus | |||||
Speed of the Mongoose | Focus 3 | Only move this turn, +4 to I or +6 to M next turn | |||||
Stunning Shout | Focus 2 | Knockdown | |||||
Telephaty | Focus 3 | Share thoughts with volunteers, this Maneuver count not as an action | |||||
Teleport | Focus 4 | Can move through Umbra Range: Int + Focus hexes | |||||
Thunderclap | Focus 2, Brawl 1 | Damage to everyone within 3 hexes | |||||
Toughskin | Focus 2 | Use along with another maneuver, adds 2 to Soak |
Pressure Secrets:
The Warrior have to hit, the should be, affected Body Part.
Arms&Legs: Contest: Focus (Diff:6) vs. Stamina
(Diff: 6)
Success: The Limb is paralyeced untlil healed like damage
from Dim Mak.
Failture: The Limb is for Focus - Successes paralyced
Body: Contest: Focus (Diff:8) vs. Stamina (Diff:6)
Success: The whole Body is paralyeced untlil healed like
damage from Dim Mak
Failture: The Enemy lose two Soak Dices for the next Focus
- Successes rounds
Head: Contest: Focus (Diff:9) vs. Stamina (Diff:6)
Success: The Emeny lose 1 health / round without a Soak Roll
until he made an Successful Stamina (Diff:10) roll or would be healed like
Damage from Dim Mak. The Stamina Roll is made in the begining of each round.
The Damage count as Aggravaed Damage.
Failture: All Difficulties from the Enemy are increased by
two in the next Focus - Successes rounds
Name: | Cost: |
Initiative (max 4) | 1 point per +1 Initiative |
Damage (max 4) | 2 points per +1 Damage |
Move (max 4) | 1 point per +1 Move |
Mulitple Hits | 3 points for 2 hits, 4 points for 3 hits |
Causes Knockdown or Knockback | 2 points |
Sustained Hold | 3 points (without damage: 2 points) |
Attack cause Aggravated Damage (with a free side effect like Fire,...) | 2 points |
Special Attack like Fire or Acid (could be aggravated (depends on the Victim), can destroy a lock,..) | 1 points |
Hit without Attack Roll (could be dodged) | 1 points |
Cannot be dodged and/or blocked | 2 points |
Automatic effect (i.e. Balance) | 1-5 points |
No Cost (if it's not an automatic effect) | 2 points |
Distance Maneuver (i.e. Fireball) | 2 point |
Area Effect (i.e. Shockwave) per 1 Hex radius or 4 Hex forward | 3 points |
Initiative (max -2) | -1 point per -1 Initiative |
Damage (max -3) | -1 point per -1 Damage |
Move (max -2) | -1 point per -1 Move |
no Move | -3 points |
Cost (Willpower, Chi, etc.) above the first Chi | -1 point per point that must be spent |
High PreRequisites | Varies (Storyteller's Discretion) |
Focus maneuver that does stun damage | -1 point |
Rules:
Each Maneuver cost normally 1 or more Chi.
If the new power is an extended version of an old Power than you should
substract the cost of the old one (don't forget to write down the prerequisite
Power).
You can also build Powers which depends on Physical Attributes and other
Combat Abilities (like Flash Kick) if fit to your Character.
You remain in contact with your Sensei and still learn from him from time to time. He is a source of wisdom, training and advice. Your Sensei could be right next door or cloistered away in a monastery somewhere in Tibet. In any case, you have an advantage some others might not - the opportunity to continue your education.
In some cases, having a well-known Sensei can affect the way others treat you. If your Sensei is known for being honorable, then others will expect you to display similar qualities and treat you accordingly.
In some cases, your Sensei and Manager might be one and the same; this is a tremendous asset. However, Backgroundpoints must still be spent on both the Sensei and Manager Backgrounds.
System: When learning Focus Maneuvers from a Sensei (or Master), the Storyteller rolls the sensei's Charisma + the Sensei Background. A success reduces the experience points (only 3x Power Point cost instead of 4x). This is only possible if the Sensei know the Move.
Having a skilled support team can make a tremendous difference for some Warriors. A Staff can include students, personal trainers, masseuses, chauffeurs and even financial analysts. Each member of a character's Staff is a unique individual with his own skills and motivations.
Staff members are usually played by the Storyteller and they aren't always involved with the story. However, if you want, another player can play the role of a Staff member. Indeed, an entire chronicle could be based around a single Warrior and the team that supports her.
The storyteller will create statistic for your Staff members.
System: Beside Butlers, Photographers, Fashion Consultant, Bodyguard, Chauffeur, Pilot, Maid,.... exist the four basic types of staff: the Teachers. Each has a particular area of expertise and can help a Fighter to increase a particular Attribute or Ability. A teacher must roll her Intelligence + Instruction and get a number of successes equal to the current level of the Attribute or Ability that the Character is improving. If the Teacher rolls the necessary number of successes then the character's experience costs are as follows: current rating x 3 for Attributes and current rating x 1 for Abilities. They can't help to advance beyond a rating of five (you can increase your Attributes and Abilities if you carry through the "Highlander" Ritual.
Trainers: Physical Attributes; Mentors: Social Attributes; Tutors: Mental Attributes; Instructors: Abilities.
This warrior has spent his entire life training in the martial arts. Therefore, he only pays ½ of the listed costs to improve all combat abilities: Brawl, Athletic, Dodge, Melee and Focus (he doesn't start with any more, they just increase faster). There is a downside to this merit. Living in a temple does not make for a socially-well-developed person, and he may have trouble fitting in with other warriors. For a good example of how a dedicated Martial Artist might react, watch the old TV show, Kung Fu. The other Disadvantage is that the cost for Technical-, Social- and Knowledge- Skills are doubled. If a Warrior with this advantage made the "Highlander"-Ritual and increase his Combat-Skills above the 5th then he have to pay the full cost's (simply forget the ½ cost-modification).
The Warrior is so powerful in Magic that he should have become a Mage instead of a Warrior but sometimes bad things happens. These Warriors learn their Techniques and Maneuvers normal. But his Maneuvers gain +1 Initiative, +2 Damage and double their Range (if they have any Range) or his Maneuvers cost one lesser Chi (no Chi-Costs are Possible) he have to chose his advantage when he get this Merit.
This merit means that the warrior has an extra health level of damage, and his similar to Huge Size. The player must find some kind of justification for why his warrior has an additional health level, be it cybernetic enhancements, mutant healing factor, or multiple internal organs. Regardless, this merit cannot be combined with Huge Size.
The warrior with this merit possesses teeth and claws which inflict Str+2 kill damage, this is even aggravated if you buy this Merit with 7 Points.
This is the Ritual that Ares carried out on the Warriors to become still more powerful.
The Warrior is able to become a Supernatural if he is really good. If he believe he is ready to reach this status he can carry out the "Highlander" Ritual which allow him to exceed the Skills of even the best Fighters in the World.
He have to learn the Ritual which is a Level 5 Maneuver with the following Prequesits: he need at least three Combat Abilities at the maximum (5) and the other two with a Rating of 3 or more. After he learned the Ritual he is a "Highlander" also called a Master-Warrior. These "Highlanders" have some powers in common with the real Highlanders but they also differ in many ways: "Highlanders" need food, air, can die if he is poisoned or passes incapacitated and they can have children.
Don't forget, he have to find a teacher, which is maybe the most difficult part of becoming a Highlander>
After the 5th Level, the Warrior gain no additional Damage or Soak dices (e.g. Brawl 7 give only +5 Damage to all Brawl Attacks), but they gain new Powers and a higher Skill (they still gain the +1 Bonus for Combat-Skill Rolls)