Man at Arms

(by F. Austin Diaz)

Background

The battlefields and Lordly armies of the world are populated mainly by common men at arms. They are the militia, town guards, scouts and other positions which require rough and ready men to do their lord's bidding. They can also just common sell swords looking to make the most of their skill at arms. Men at arms are survivalists first and killers second.

Standing shoulder to shoulder, men at arms defend each other's flank and their skill at arms comes from hard won experience rather than daily practice from instructors while growing up. Most men at arms do not live or remain uninjured to have long careers. The skilled or lucky few who survive can become truly formidable foes.

Basic Statistics

Strength, Reflexes, Intelligence, Psychic Talent and Looks, roll 3d6 for each. (Strength and Reflexes must be at least 9.)
Health Points: 1d6+6
Attack 12
Defense 5
Magical Attack 0
Magical Defense 4
Evasion 3
Stealth 13
Perception 5

Initial Equipment: Mail Hauberk, Short sword, Dagger, shield, backpack, flint and tinder, Lantern, 4d8 florins
Drawbacks: Suffers same penalty as Barbarian* when using plate armour. Suffers -2 Attack and Defense penalty
when fighting with Knightly* weapons (long sword, morning star and lance).

Profession Skills

Shoulder to Shoulder - When fighting in a line with another shield user, the man at arms deflects a blow on a roll of 1-2 on a d6.
Resistant to Disease - Adds +2 to Strength for purposes of resisting or recovering from disease.
Defensive Specialist - May reduce attack for defense. For every 3 points of attack, may increase defense by 1.

Skills of the Mighty

Expert Crossbowman - Reload Crossbow in one round
Improved Shoulder to Shoulder - As above but 1-3 on a d6 to deflect blow.
Luck of the Saviour* - May force opponent to re-roll Armour penetration die 3 times per day.
Ride Warhorse - As per Knight*
Scout - Increase Stealth and Perception by 2
Track - As per Knight*
Weapons Specialist - May choose one Warlock* Weapon Group and receive +1 to Attack and Defense. May be taken once per group.

Increases in Rank

+1 Attack, Defense and Health at Ranks 2 - 4, 6-9, 11-14, etc
+1 Magical Defense each in increase in Rank
+1 Evasion at Ranks 3, 5, 7 and 9
+1 Perception and Stealth at Ranks 3, 5, 7, etc

Average Stats


Rank 1 2 3 4 5 6 7 8 9 10 11 12













Attack 12 13 14 15 15 16 17 18 19 19 20 21
Defense 5 6 7 8 8 9 10 11 12 12 13 14
Magical Defense 4 5 6 7 8 9 10 11 12 13 14 15
Health 9 10 11 12 12 13 14 15 16 16 17 18
Evasion 3 3 4 4 5 5 6 6 7 7 7 7
Stealth 13 13 14 14 15 15 16 16 17 17 18 18
Perception 5 5 6 6 7 7 8 8 9 9 10 10

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