Ares Warriors: Blessed by a God
(based on Warrior: The Fight by Eric Woodward (edwoodward@bigfoot.com))
(edited by Graf Flanf)

The Fight

"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

History:

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.

Ares Warriors in the Present:

Punktekosten:

Name:
Start Points
Freebie Cost
First Slot Cost
Slot Cost
Attributes
7/5/3
5
-
x 4
Abilities
9/7/4
2
3
x 2 / x 1
Willpower
speziell
1
-
x 1
Chi
speziell
1
-
x 1
Combat Abilities
8
5
4
x 4
Focus
1
8
-
x 8
Focus Maneuver
Focus x 2
4
-
Power P. x4
Backgrounds
5
1
-
-
Freebie Points
15
-
-
-

Bemerkungen:

Allgemeines:

Combat Abilities:

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 & Chi:

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.

Focus Maneuvers:

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  
Pts 
Cost 
Special  
Acid Breath   Focus 2  
4
-2
spc 
-1
1 Chi 
3 damage tests (+2/0/-2) 
Aura Scan  Focus 1 
2
+0
N
N
None
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 
3
N
N
N
None
+2 Bonus to Balance and Stealth Rolls, always on 
Chi Kung Healing  Focus 4, Regeneration  
3
+0
N
spc
Heals others: 1 Chi / HL or 3 Chi /Aggr. HL 
Cobra Charm   Focus 2  
3
-1
-1
1 Chi 
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  
3
+1
N
N
1 Chi
All in Sight: Sustainded Hold (Man + Focus vs. Wpr.): Victim(s) try to get as far away as possible. 
Detect Supernatural  Focus 2 
1
+0
N
N
None
like Aura Scan, but the Warrior know which Supernatural stood before him. 
Dim Mak  Focus 4, Chi Kung Healing  
4
-1
+2
+0
2 Chi 
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 
3
+0
+0
+0
1 Chi
Two Hit Attack with a Weapon, Use Melee and Physical Statistics for this Attack (Damage, Attack-Roll, Speed)  
Entrancing Cobra  Focus 3 
4
+2
N
-1
1 Chi
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  
4
+0
+0
+0
None 
Length = Focus, The Character can extend his Limbs up to Focus-hexes. 
Fire Strike   Focus 2, Flaming Fist  
3
-1
+2
N
1 Chi 
Area forward Effect: Length = Focus, Fire dam. 
Fireball   Focus 2  
2
-2
+2
N
1 Chi 
Range = Wits + Focus, Fire damage 
Flaming Fist   Focus 2, Brawl 2  
4
+0
+2
+0
1 Chi 
Fire damage, only for fist, use Brawl Statistics 
Flash Kick  Focus 2, Brawl 3 
4
-3
+4
-2
1 Chi, 1Wpr
Knockdown, Use Brawl and Physical Statistics for this Attack (Damage, Attack-Roll, Speed) 
Flight  Focus 3, Athletic 1  
4
+1
spc
Text 
Combat:1 Chi / Turn or Non-Combat:1 Chi / hour, Move = Stamina  
Flying Fireball   Focus 3, Fireball  
4
-2
+2
-1
1 Chi, 1 Wpr 
like Fireball + Range: Sight + cannot be dodged 
Ghost Form   Focus 5  
5
+1
+0
Text 
Phase through matter - 2 Chi first turn, 1 Chi there after  
Ice Blast   Focus 2  
4
-2
+2
N
1 Chi 
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  
5
-1
+3
N
1 Chi 
like Fireball + Knockdown  
Inferno Strike   Focus 4, Improved Fireball  
3
-2
+4
N
2 Chi 
like normal Fireball+Area Effect  
Kongjin  Focus 4 
3
+1
+1
N
2 Chi 
Punch or Kick without hand to hand fighting with a distance of Focus x 2, no block  
Musical Acc  Focus 2 
2
spc
spc
spc
None
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 
4
-1
spc
+0
2 Chi
See later 
Regeneration   Focus 1  
2
+0
N
spc
like Chi Kung Healing but for self-healing  
Repeating Fireball   Focus 4, Fireball  
4
-2
+0
N
2 Chi 
like Fireball + # of Balls = Focus, could be thrown at different Enemys 
San He  Focus 4, Dodge 4  
3
+2
N
1 Chi 
Block Maneuver with Soak=Focus+Sta+Dodge, +2 Initiative next Round  
Shock Treatment   Focus 3  
4
+0
+3
N
2 Chi 
does Knockdown  
Shockwave   Focus 2, Brawl 4  
2
+0
+0
N
1 Chi 
does Knockdown, Area foreward effect up to 3 hexes away  
Shrouded Moon   Focus 2, Athletics 3  
2
+0
-1
1 Chi 
Stealth + Focus vs. Per+Alertness to be invisible, +1 Initiative next turn  
Sonic Boom   Focus 2  
4
-3
+4
N
1 Chi 
Range = Wits + Focus 
Speed of the Mongoose   Focus 3  
2
+2
-2
1 Chi 
Only move this turn, +4 to I or +6 to M next turn  
Stunning Shout   Focus 2  
2
+2
-2
1 Chi 
Knockdown 
Telephaty  Focus 3 
2
N
N
N
1 Chi /turn
Share thoughts with volunteers, this Maneuver count not as an action 
Teleport   Focus 4  
4
+3
spc
2 Chi 
Can move through Umbra Range: Int + Focus hexes  
Thunderclap   Focus 2, Brawl 1  
3
+0
-3
N
1 Chi 
Damage to everyone within 3 hexes  
Toughskin   Focus 2  
3
+0
+0
+0
1 Chi 
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

Creating new Focus Maneuvers:

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.

New Backgrounds:

Sensei (or Master):

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.

  1. Your Sensei has not mastered the true secrets of Focus, although he is a passable trainer for the basics.
  2. An above-average Sensei has mastered all of the basic moves of a style and has learned one or two difficult maneuvers.
  3. A good Sensei has mastered most of the difficult maneuvers.
  4. An excellent Sensei has mastered all of the special maneuvers that fits to his combat style.
  5. A true master has mastered all of the special maneuvers that fits to his combat style and has possibly created her own unique maneuvers.
Staff:

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.

  1. One Staff member
  2. Two Staff member
  3. Three Staff member
  4. Four Staff member
  5. Five Staff member

Appropriate Merits:

Appropriate Flaws:

New Merits:

Dedicated Martial Artist (5 pt.)

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).

Nearly a Mage (7 pt.)

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.

Reinforced Body (4 pt.)

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.

Tooth and Claw (7 or 4 pt.)

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.

"Highlander" Ritual:

This part is not finished, but you can use it as a guidline

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.

Conditions:

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>

Advantages:
Techniques:

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)