Physical (Combat) Based Skill Clusters

The differences between the four Combat Skill Clusters are rooted in the source of the training. More professional training is generally more specialized, more dependent on superior weapon technology and takes longer.

Warrior

Age: +2 years
The kid mustered into military service for his lord or village is handed a weapon and two days worth of training and sent off to fight. Finding this life better than the last, the Warrior stays on, learning the way of the sword, and any other weapon available. Kind of a brute, but with nothing to live for and everything to die for.
Physical Combat Stealth
Light Axe Weapons Hide in Shadows
Hand-to-Hand Weapons Move Silently
Cudgel Weapons Acrobatics
Spear Weapons
Thrown Weapons Magic
Shield Weapons Ward Self, protective
Dodge Ritual Method
Berserker Rage
Grapple General
Tackle Chirurgery
Immobile Opponent Removal Forestry

Man-at-Arms

Age: +4 years
Brought up with a conviction of duty to the town/village militia, having practiced most of his life with the weapons of the local constabulary organization. Imbued with a sense of honor and camaraderie with his fellow men-at-arms. Fights honorably against his own but can be a savage killer against those he considers dishonorable. A fallen man-at-arms is a comrade first and an enemy second. As for the rest of society, there are members of the other sex for pleasure, children (and the infirm) who need protection, and cowards.
Physical Combat Stealth
Polearm Weapons(2) Acrobatics
Single Edge Bladed Weapons Move Silently
Short Bladed Weapons(2)
Hammer Weapons(2) General
Self Bow Weapons(2) Chirurgery
Shield Weapons Military Engineer
Dodge
Immobile Opponent Removal
Grapple
Tackle

Chivalry

Age: +8 years†
Trained with a conviction of duty to the chivalric code of honor, duty, law, and upright conduct within the retinue of an honorable nobleman. Access to the finest of weapons and armor and commensurate combat training is a key feature. Fights honorably against all enemies, killing only when necessary (or ordered to). Society is a delicate thing that must be protected from evil and dishonorable intention with all the strength Chivalry can muster in support of their honored lord.
Physical Combat Magic
Polearm Weapons(2) Protection from Evil, miracle
Two Edge Bladed Weapons Protection from Magic, miracle
Single Edge Bladed Weapons Prayer Method
Shield Weapons(2) General
Crossbow Weapons Chirurgery
Dodge Military Engineer
Grapple Service
Tackle Armory
Riding
† Characters born of noble or royal parentage (see Social Status) add only +4 years to their Age as it is assumed that they would have been trained in this cluster from an earlier age.

Knight

Age: +15 years†
Trained with a conviction of duty to the chivalric code of honor, duty, law, and upright conduct as an honorable nobleman. Access to the finest of weapons and armor and commensurate combat training is a key feature. However, much of the training time for weapons is "interrupted" with training in leadership and governance skills required to run a fief. Fights honorably against all enemies, killing only when necessary. Society is tool and a burden. A tool to procure power and resources to fight the evil foe. A burden on the limited resources at hand and a source of interminable squabbles and distractions from the real challenges of an honorable fighting (wo)man.
Physical Combat General
Two Edge Bladed Weapons(2) Chirurgery
Mounted Lance Weapons Military Engineer
Single Edge Bladed Weapons Service
Shield Weapons(2) Armory
Dodge Riding
Tackle Finance
Grapple Falconry
Magic
Protection from Evil, miracle
Protection from Magic, miracle
Ritual Method
† Characters born of noble or royal parentage (see Social Status) add only +8 years to their Age as it is assumed that they would have been trained in this cluster from an earlier age.
 

Up ] In eXile ]

comments to bholty@slonet.org

updated on:   11 Feb 1999