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A Post-Apocalyptic Sci-fi/Fantasy RPG

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 The Road Warrior

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PostSubject: The Road Warrior   The Road Warrior I_icon_minitimeSun Feb 14, 2021 3:06 pm

The Road Warrior


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A battle is fought, a war is won and a city celebrates. The victorious warriors who managed to survive the terrible conflict are marched down main street in a grand parade. The confetti rains down on these brave souls and they do their best to pretend like they think they don't want the attention. These heroes look out into the streets and see thousands of smiling faces looking back at them. Thousands of citizens who would otherwise be dead if not for their heroic deeds. Around them the sound of trumpets blaring and people screaming is so loud it can be heard from the other side of the city. These fearless warriors will be given free rounds of beer for the rest of their lives and they'll tell stories about the war to their children and grandchildren and one day they'll be given a hero's funeral. A twenty one gun salute. They'll die knowing their whole life is a lie. Knowing that not only are the real heroes the ones that didn't make it home... but the small handful of men and women who made sure more didn't die. And they weren't one of them.  

On that day, when the parade marches past, one of these fake heroes looks out into the crowd and sees a familiar face looking at him. It is the face of a man who is the true hero of the day the war ended. When men were dying on the field and many others were hiding in the trenches next to the corpses of their friends, when the enemies were charging their position from across the field and all seemed to be at an end. That is when one man, a man who had been waiting for an opportunity - took it. Covered in mud and blood, he stood up, a sword strapped to his back and a shotgun in one hand and in the other... a detonator. Having had spent the entire night on his belly, crawling through bombed out trenches filled with the rotting corpses of his allies, cutting through barb wired fences and quietly killing enemies who happened across him with his knife and bare hands. Strangling the life out of the monsters that took the lives of his comrades. This soldier managed to hide and wire hundreds of cases of C4 along the trench that the enemies were now swarming towards. When the Captains and Generals were preparing to give the order to retreat. This man took it upon himself to continue the war. The trenches ignited in a wave of fire and smoke that tore a new hole in the Earth. He not only changed the tone of the battle, but altered the face of the Earth. Countless enemy lives were ended and when the smoke cleared, the man stood along his cowering comrades and yelled at them to stand and save their city or die trying. There were only a few that didn't have the heart to stand and fight. When the dust settled, the war had ended and those left standing returned home. The recommendations for service medals were being handed out and at the ceremony there were a lot of medals left unpinned. All for a man who didn't come forward to accept them. That man is now standing in the crowd at a parade, watching the cowards who waited in the trenches for the battle to end being driven down main street, acting like they actually matter.

The Road Warriors are a unique group of fighters among the flock of common punks and thugs that roam these streets. Most Road Warriors have grown up on the streets of InterCity or roaming the desert lands of Gerdan. Even the young ones hold a great deal of experience in battle, so much that it's something that never leaves them. The Road Warriors have developed a fighting style all their own and while they tend to want to get things done at close range, they still see the honor in combat - whether they are chopping your head off with a sword... or blasting it into pieces with a shotgun. The Road Warriors aren't in this to save the world, they're not here to hold your hand and tell you that you're going to make it home in one piece; they're here because they don't know what else to do with their lives. While many wish they could be as noble as these once brave and honorable men - this isn't the same city and not every story has a white knight.

Class Information:

The Road Warriors like to deal with their enemies up close and personal. The weapons they are proficient with are short to medium range and easy to reload. The armors they prefer to wear are Light and allow maximum range of movement. They believe they are the more important tool on the battlefield. They don't want to rely on another soldiers or a unique weapon that could jam or a piece of armor that could be faulty and end up getting them killed. For that reason, their skills are more based around themselves. They don't expect someone to heal them, so they acquire skills to aid themselves in the healing process.

Attribute Restriction:

Power: 20
Control: 20

At Character Creation, a player selecting this class must put at least 20 in both Power and Control Attributes.

Class Bonus & Penalties:
+ The Road Warrior will receive a +1 to Rolls involving Heavy Handguns and Shotguns.
+ The Road Warrior will receive a +1 to Rolls involving Exotic Blades.
+ The Road Warrior will receive a +1 to Rolls involving Control Rolls (Non-Combat).
Example: Dodges, GM Threats, Jumping from a collapsing building into a helicopter.

- The Road Warrior will receive a -1 to Rolls involving Arcane.
Example: spells, being helpful at Trivial Pursuit: Magical Edition.

Gear Focus:
These are the weapons/armors that Road Warriors will receive a +1 to Rolls with and can use Legendary Items of the following. 
They will receive a -1 to Rolls using any Legendary Weapon/Spell type not on list below.
They will be able to use the DMG and AP of Weapons/Armor/Spells.
They will not receive any bonuses for Legendary Items not on the list.

  
Weapon/Spell Restriction:  


Primary Range: Heavy Handguns +1 to Rolls, Legendary Gear Allowed
Primary Melee: Katanas and Exotic Weapons +1 to Rolls, Legendary Gear Allowed
Secondary Range: Shotguns +1 to Rolls, Legendary Gear Allowed
Special: Explosives +1 to Rolls, Legendary Gear Allowed

Legendary Armor Restriction:


Torso: Leather Jackets/Vests
Head: Gasmasks/Respirators
Feet: Boots


The Road Warrior Skill Strand: GUILT - HONOR - CHAOS


Level Skills:  Pick a Path that best suits you. This does not affect what other skills you may choose down the road. 
Guilt, Honor or Chaos.


Level Three Skills


:GUILT:

The average Road Warrior carries with them a fair amount of guilt. It can be related to many things: having lived when many comrades died, having been the cause of their deaths or maybe he is just Catholic. The Path of Guilt does not always have a happy ending and could cause you to bring great harm to yourself for some misled sense of duty that you owe yourself or another.

Guilt: Toughness - When the Road Warrior protects a person during a Quest,the first round of attacks only do half DMG.


:HONOR:

They don't do it because they are being judged, they do it because they feel they have to and that nobody else will. It is what causes them to step in front of a bullet to protect someone they may not even know. The Path of Honor is one of sacrifice. You will bleed and suffer and nobody will seem to care. You only hope that when you are the helpless one, there may be someone else there to help shoulder the weight.

Honor: Battle Ready  - The Road Warrior will get a bonus attack at the start of every battle.  This is a passive skill and does not need to be rolled for.  


:CHAOS:

There is a method to your madness. The average maniac has no goals, no dream, no greater purpose other than to please themselves. But for the Road Warriors that choose The Path of Chaos, they have good reason to do the things that they do, things that many may question. They may or may not give an excuse for their monstrous attack style, but they nearly all do it for the same reason, their endgame. The Great Good.

Chaos:Carnage - After a Road Warrior kills an enemy, they get an extra attack for the next round, in that battle.
Passive.. Always on.



Level Six Skills


::GUILT::

A Road Warrior has been in quite a few battles, so they know the feeling before one is about to start. They have stood by and watched too many of their friends die before and it could have been avoided if only they would have said something. They wonder how different the rest of the war would have been or if that person would have gone on to do great things for society. Chances are, no. Probably just ended up being a useless waste on the economy. But still, you never know.

Guilt::Wartorn - If a Road Warrior thinks they're about to walk into danger, they PM the GM, who will be forced to point out any nearby threats, so that the party can then prepare for the attack, to avoid it, or set a trap... or set someone you hate up to get killed. The choice is yours.
Once Per Quest - This Skill does not need to be rolled for.



::HONOR::

The Road Warrior was once in the same place you are right now, in over your head. However, they now have the ability to make sure the same pain doesn't happen to those that don't deserve it. Once Per Quest, a Road Warrior can protect a fellow party member, something everyone can do, but not as well as a Road Warrior.

Honor::Safeguard - For an entire battle, The Road Warrior will protect someone, but the enemy will have to roll a 16+ to hit them. And if the Road Warrior protects the same person the next round, the enemy will have to roll a 17+ to hit them. You are twice as likely to be hit, but this skill makes you more difficult to hit. This is a passive skill and does not need to be rolled for. First Round: 16+ hit, Second Round: 17+ to hit.[/b]
Once Per Quest - Lasts Entire Battle. This Skill does not need to be rolled for.


::CHAOS::

The Road Warrior has no problem calling forth the crazy. They swing their swords without aim and fire shots without looking at where their bullets are going. But they always seem to hit their mark.

Chaos::Start Me Up - A Road Warrior can go crazy in combat and a few things will happen. For the rest of battle, the threshold to land a successful attack is dropped to 14+ and every time they strike down an enemy, they get an extra attack the next round. [/b]
Once Per Quest - This skill does not need to be rolled for.


Level Twelve Skills


:::GUILT:::

If you were to put one of every class into in lineup, The Road Warrior would easily look the most resilient. Like they would be able to take the most damage and get back up with no problem. You could hit them a dozen times and they would be able to get back up to their feet. Now that assumption couldn't be more true.

Guilt:::Beast of Burden - The Road Warrior will receive a permanent +5 to their Willpower Attribute. As well as the ability to dump all of their MP into their HP at the start of any Quest if they don't feel like they'll be using it.  
[/b][/b]
[/b]
- The +5 Willpower is Instant and permanent
- The MP Dump must be told to GM before Quest or Duel.


:::HONOR:::

The enemy is about to open fire and the Road Warrior sees two rookies not paying attention. While many would sit back and watch the kids learn their first lesson, the Road Warrior cannot let it happen. He runs forward and draws the attention of all the bad guys, his reward is little, but those he saved will never forget it and may just learn a lesson in the process.

Honor:::Gimme Shelter - The Road Warrior will receive a permanent +5 to their Fate Attribute. Also, Once Per Quest, the Road Warrior can protect all or some party members. The chance of getting hit will go up greatly, but the Road Warrior will only take half damage from all attacks or he can combine this skill with a Race's Evade Skill. If he uses this skill and dies in the process, he still gets all EXP/$$$ from quest instead of half for death penalty, if he ends up being voted MVP alive or dead, he will get x2 EXP/$$$.
[/b]
- The +5 Fate is Instant and permanent.
- Once Per Quest. Eat all the Damage for an entire round.


:::CHAOS:::

Sometimes, madness is the best option for survival. Some people don't wait for the enemy to finish his speech about why he did the evil things he did. They don't wait for the mad man with the bomb to finish listing his demands before he blows up a city block. Sometimes, the consequences of one's actions are solely to blame on the person who just wanted it all over with as soon as possible, so that they could go back to the bar for a beer. Sometimes they have to be the mad man with the bomb.

Chaos:::Wild Horses - The Road Warrior will receive a permanent +5 to their Knowhow Attribute. Also, once Per Quest, the Road Warrior has the chance to end things quickly or at least speed the process up. If the boss is given some long winded speech, or one final puzzle lays between you and the treasure. Whatever the situation, The Road Warrior can use any means and has a chance to end things quickly. By either charging ahead of the dangerous traps, or throwing a bomb at the Demon Lord's feet. Or kidnapping a mobster's daughter and attaching C4 to her face. Or convincing a group of Raiders that a party member is the son of the President of InterCity and will answer any ransom demands. Use your imagination. But give the GM some time to also think on their feet. If this roll fails though. There is a chance of losing any $$$ reward or treasures.  This ability allows the Road Warrior the chance to become an instant expert to get the job done. They get a +5 to all Knowhow rolls for one action.[/b]
- The +5 knowhow is Instant.
- Once Per Quest. - Requires a Level+Fate+(Any other attributes a GM feels would be relevant). Road Warrior gets a +5 bonus to the roll.


Level Fifteen Skills - Coming Soon...



Achievements
- The First to earn the achievement will earn x2 EXP.
- The first 3 Achievements pertain to one of your Level 3, 6, and 12 Level Skills. You can only earn one of each.
- The rest of the Achievements are available for all Road Warriors to attempt.


Rank One: 100 EXP Reward

Tis But a Scratch:
After using 'Toughness', finish a quest with only less than 60 HP remaining.
Completed By:

Prepare to Die
Use 'Battle Ready' and kill at least two enemies in first round.
Completed By:

Gore Mode:ON:
Earn 'Carnage' after killing an enemy. And use 'Carnage' to kill another. 3 in a Row.
Completed By:


Rank Two: 200 EXP Reward

I Plead Not Guilty:
Use 'Wartorn' and kill at least two rival gang members during a Quest.
Completed By:

Medal_of_Awesome:
Use 'Safeguard' and defend another player for entire quest; survive and be voted MVP.
Completed By:

Frenzy Mode: ON:
Use 'Mad Man' to kill a boss.
Completed By:


Rank Three: 300 EXP Reward

Beast of Honor:
'Use Beast of Burden' to ignore at least 1000 DMG.
Completed By:

Hero Mode: ON:
Use 'Gimme Shelter' to protect 2 people that would have died. One of whom is voted MVP.
Completed By:


Hero Mode: OFF:
Use 'Wild Horses' that ends up getting a party member killed but you win the day.
Completed By:


Rank Four: 400 EXP Reward

One of a Kind:
Be offered an Epic Item by an NPC and do not accept it. Or find an Epic Item and give it to someone of a lower level.
Completed By:

War is Hell:
Survive through a War or Invasion in which you achieved 'HERO' status.
Completed By:

Is That For Me?:
Acquire both an Epic Revolver or Shotgun and an Epic Katana.
Completed By:


Rank Five: 500 EXP Reward

The Road:
Reach Level 8 and begin The Trials of The Road. You have to complete each task during the level stated.
- Level 8: Have a news story written about something you did that doesn't identify you by name or photo. Non-Quest/Duel/Event.
- Level 9: Kill a fellow party member for doing something stupid that could have gotten everyone killed.
- Level 10: Confront a GM Controlled Villain and duel them (with stats) in the main channel. And Win, obviously.
- Level 11: Terrorist or Freedom Fighter? Do something to alter the city that may lead some to question your actions.
Completed By:

When someone completes all possible Achievements. More will be added.
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