The Road Warrior
- GMortimer
- Mar 26, 2017
- 11 min read
The Road Warrior

Somewhere, in some distant valley, a battle is fought, a war is won and back home, 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 so-called-heroes look out into the streets and see thousands of smiling faces looking back at them. Thousands of admiring citizens who believe they 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. Twenty one gun salute and all. And they'll die knowing their whole life has been a lie.
On that day, when the parade marches past, one of these fake heroes looks out into the crowd and sees a familiar face looking back at him. It is the face of a man who is the true hero of the day the war ended. When men were dying in the trenches and many others were hiding in their foxholes 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 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 finish the 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 un-awarded. All for a man who didn't come forward to accept them. That man is now standing in the crowd, watching a parade, watching the cowards who waited in the trenches for the battle to end being driven down main street.

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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 SANCTUM or roaming the desert lands of Emnest. 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 or Shotguns.
+ The Road Warrior will receive a +1 to Rolls involving Katanas or 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 Knowhow Rolls involving Driving or Explosives (Pick One).
- The Road Warrior will receive a -1 to Rolls involving Arcane.
Example: spells, healing, fireballs, being helpful at Trivial Pursuit: Magical Edition.

Weapon Focus: Easy and Reliable
You don't get penalties for using a weapon outside of your class' focus. You can also use any Legendary Weapon, but you also can't use a Legendary's Skills if it's not your class' Weapon Focus.
Primary Melee: Katanas or Exotic Blades
Primary Ranged: Heavy Handguns
Secondary Range: Shotguns
Special: Explosives
Extra: None

Armor Focus: Light and Mobile
Armor Restriction: Light/Medium
- The Road Warrior will receive -1 to all Rolls for each piece of Heavy Armor Worn.
- The Road Warrior must not wear armor on one armor slot of their choosing: Head, Torso, Waist, Hands, Feet, Legs. Doing so will result in a -1 for All Rolls.
- The Road Warrior will receive a -1 to all Rolls for wearing each piece of non-allowed Legendary Armors. Keep in mind, some armors cancel out this penalty.
Legendary Armor Allowed:
Torso: Leather Jackets/Vests
Head: Masks/Gasmasks/Respirators
Feet: Any
Hands: Any
Over: Any
Trinkets: Any
Jewelry: Any
Bonus: Things with Spikes (seriously.. if any Legendary Armor has spikes. RW can wear and use all of its abilities.)
The Road Warrior Skill Strand: GUILT - HONOR - CHAOS
Starting Point
The Starting Point, also known as The Level 1 Skill. Pick a Path that best suits you.
This does not affect what other skills you may choose down the road.
However, a combination of your choices at Levels 1,4 and 8 will determine your Level 12 Skill.
Level One Skills
:GUILT: The Martyr - ALWAYS PREPARED FOR A FIGHT
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 Skill:Vengeance The Road Warrior will get a bonus Levelx10 to DMG for first two attacks each fight. Effects each attack separately.
:HONOR: The Duty - BRING HARM TO SELF TO PROTECT OTHERS
They don't do it because they are being judged, they do it because they feel they have too 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 Skill:Toughness The Road Warrior gets a bonus 20 HP Per Level if they put their LevelBonus 20MP or 20HP into HP. And a starting bonus of 20 HP.
:CHAOS: The Instigator - NO REGARD TO SAFETY REGULATIONS = CARNAGE
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 Greater Good.
Chaos:Carnage After they kill an enemy, their next attack will have a bonus Levelx10 DMG. ((Good Idea to Party Members: let this guy kill people.))
Level Four 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 battle, the enemy will have to roll a 17+ to hit them. This makes you twice as likely to be hit.. but but this skill makes them more difficult to hit. This is a passive skill and does not need to be rolled for. First Round: 16+, Third Round: 17+, Fifth Round: 18+. - 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::Mad Man A Road Warrior can go crazy in combat and a few things will happen. For their first round of attacks, the threshold will decrease from 15+ for a successful roll, to 14+. And for the remainder of the battle, every round that they make two successful rolls, that threshold will drop another number, only to 10+. And this only works in close range combat, with katanas and shotguns. This skill is passive and does not need to be rolled for. Regardless of if they make two or more attacks. 14+ will be their threshold for entire battle. - Once Per Quest. - This skill does not need to be rolled for.
Level Eight Skills
:::GUILT::: If you were to put one person from all the different classes 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 +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 and they won't be able to use Magic for the rest of the Quest. - The +5willpower is Instant. - 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 +5 to their Fate Attribute. 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 an Evade Skill. If he uses this skill and dies in the process, if he ends up being voted MVP, he will get x2 EXP/$$$. - The +5fate is instant. - Once Per Quest. Requires a Level+Fate+Athletic Roll.
:::CHAOS::: Sometimes, madness is the best option for survival. Some people don't wait for the enemy to finish his speech about why he did the evil things he did. They don't wait for the mad man with the bomb to finish listing his demands before he blows up a city block. Sometimes, the consequences of one's actions are solely to blame on the person who just wanted it all over with as soon as possible, so that they could go back to the bar for a beer. Sometimes they have to be the mad man with the bomb.
Chaos:::Wild_Horses The Road Warrior will receive a +5 to their Knowhow Attribute. Once Per Quest, the Road Warrior has the chance to end things quickly or at least speed the process up. If the boss is given some long winded speech, or one final puzzle lays between you and the treasure. Whatever the situation, The Road Warrior can use any means and has a chance to end things quickly. By either charging ahead of the dangerous traps, or throwing a bomb at the Demon Lord's feet. Or kidnapping a mobster's daughter and attaching C4 to her face. Or convincing a group of Raiders that a party member is the son of the President of SANCTUM and will answer any ransom demands. Use your imagination. But give the GM some time to also think on their feet. If this roll fails though. There is a chance of losing any $$$ reward or treasures. - The +5knowhow is Instant. - Once Per Quest. - Requires a Level+Fate+(Any other attributes a GM feels would be relevant).
Level Twelve Skills - Coming Soon...
Achievements- The First to earn the achievement will earn x2 EXP. - Ranks 1-3 and 6 pertain to one of your Level 1,4, 8 and 12 Skills. You can only earn one of them.
Rank One: 100 EXP Reward
Prepare to Die: Use 'Vengence' and kill at least two in first round. Completed By:
Tis But a Scratch: With 'Toughness', finish a quest with only less than 60 HP remaining. 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' to offer a party member as bait. While the rest of the party escapes. Or do something so dangerous, it kills half the party. Not you.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 it 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 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 7 possible Achievements. More will be added.
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