Warlord
- Races: Any; mostly human & coraler.
- Sex: Mostly male, with rare exceptions.
“Mercenary” is such a dishonorable word. A good mercenary keeps his word. A contract is your life-line; clients won’t contract you if you don’t pay heed to past promises.
Adventurer, fighter, conqueror. You are the disruption. You are the king-slayer & the contractor. Your men follow out of greed, fear, ideological absolutism. Wherever there is strife in the world, you emerge, blades drawn for profit & glory. And goodness, does Glass ever have strife!
Now is the time of the warlords. Those Lords who cling to their old stories & tales of law wield them like weapons, but their foundation is debased. Kain is gone. Their gods turn on them. In times of madness, prophets spread like wildfire — & what is a warlord, if not a prophet with a windgun? So sell your cloak, & buy a sword; there is no more room for weak men on Glass.
Class Features
Roll once on the table per Rank obtained. If you roll a Feature you already have, you may choose a Feature from above or below it on the list that you don’t have yet.
| 2d6 | Class Feature |
|---|---|
| 2–3 | Blitz & Siege: Your army’s BR is doubled when calculating efficiency & speed of a siege. Any army you lead moves 50% faster on roads. |
| 4 | Join For Riches: After defeating an enemy, you may have any defeated, displaced, or unemployed soldiers of Level less than yours join you for half the normal wage rate ($5/BR/month). They’ll serve for as long as you can pay them. |
| 5 | Reckless Assault: You may make an extra Strike per Attack if you allow your enemy to before the Attack make a single free Strike against you. |
| 6 | Murderer: Gain an extra Strike per Attack. |
| 7 | Read the Field: Before committing to a Battle that you can see occurring within the next hour, you may demand the GM reveal the enemy’s total BR & if there is or isn’t any hidden element. |
| 8 | Contractual Oath: When you (or any forces you command) enter a fight where victory fulfills contractual obligations to an external party or to a greater shared cause, you always have the morale advantage (in Battles) & a +2 bonus on all Saves to avoid Panic or flight (in Skirmishes). If your employer breaches the terms of a contract, you also gain this bonus while working to coerce, loot, or destroy them. |
| 9 | Cleaver: Your Strikes in an Attack can target any number of valid characters & if a target dies, you may retarget unspent Strikes to new valid targets within reach — and you may make a new Angry Step before each Strike if doing so would pull an otherwise out-of-reach character into your reach. |
| 10 | Kingslayer: You keep a Kingslayer score, starting at 0. When you personally kill a character, if their Level is greater than your Kingslayer score, increase your score to match it. Add your score to all Damage-dealing weapons you wield as bonus Damage, using a Damage Type of your choice that the weapon already possesses. |
| 11–12 | Company Loyalty: The Factions you lead are immune to external persuasive sabotage (i.e. morale, negotiations). So long as you reign, their trust in their own institution is unshakable — dissent can only come from within. |
Class Backgrounds
If this is your first Class at character creation, roll once & write a Fact that describe a true lesson of your choice you learned from the experience: “Because I [was (a)…], I learned [lesson].” You can play with the phrasing so long as the background & lesson are both included.
| 1d6 | I was (a)… |
|---|---|
| 1 | Coraler-invasion militia leader who liked fighting too much to stop |
| 2 | Jester’s failed temple guard, still atoning through violence |
| 3 | True believer in (1d6: 1–2 Kain’s return / 3–4 the old gods / 5–6 a personal crusade) with a body count to prove it |
| 4 | Disinherited Lord’s child, at war with my family |
| 5 | Trained from childhood by a (1d6: 1–3 disgraced Lord / 4–6 wandering master) to be a weapon |
| 6 | Child of a foreign mercenary commander, raised on campaign |