Abbadon: The Veteran

The Veteran

Battle-Hardened Survivor.

Veterans are seasoned killers, experienced mercenaries, and skilled fighters. Though not all can be called heroes, they endure, wielding a sharp blade and donning reliable armour to keep them alive for one more battle. They may not have triumphed in every conflict, but each encounter has imparted valuable lessons, honing their tactical acumen and mastery of the grim instruments of their profession.

Berzerker these are fierce veterans who immerse themselves in the tumult of battle, often casting aside shields and armour. Armed with colossal two-handed weapons or a pair of one-handed blades, they strike with such might and passion that even the demons of hell learn to fear their presence in the arena of war.

Praetorian elite warriors stand as formidable protectors, frequently taking on roles as bodyguards, knights, or heavily armed combatants on the battlefield. Their rigorous training encompasses not just weapon mastery but also the strategic use of armour and shields, allowing them to wield these tools with far greater effectiveness than the typical soldier.

Skirmishers are agile fighters, clad in minimal armour and wielding light weaponry, who prioritise swiftness and range to take down their enemies. They expertly utilise thrown weapons that can double as melee tools in desperate situations, alongside bows and cunning ambush strategies to defeat even the strongest opponents.

Tacticians are the masters of battlefield dynamics, adept at not only managing their own actions amid the turmoil but also steering others toward victory. With a talent for formulating strategies and plans to counter nearly any situation, they can shape the outcome of a conflict before it even begins to unfold.

Starting HP 18

Starting Mana 6

HP Multiplier 4

MP Multiplier 2

Suit – Clubs

Gear – Arming Sword and Leather Armour  or Javelins, Round Shield and Leather Armour, 1 Minor Life Potion and 1 Minor Magic Potion. A warrior’s mark such as medals, tattoos, scars or memento of battles won and lost (flavour item)

Berzeker

Fury

The Berzerker allows their rage and fury and to push them during the heat of battle, the more they bleed the more deadly they become.

Prerequisites: None

Position: Aggressive

Target: Self

MP Cost:  5

Effect: At Rank 1, for every 4 HP you are missing, increase your weapon Damage by 1. This effect lasts for 2 + Rank rounds. At Rank 3 your Armour Rating and Elemental Resist increase by 3 at half health, At Rank 5 Gain 1 bonus card while in aggressive and gain Piercing (4).

Dual Wield

The Berzerker sometimes forgoes the protection of a shield for the full-on offence of a second weapon.

Prerequisites: Fury

Position: All

Target: Passive

MP Investment:  4

Effect: At Rank 1 you may equip an additional one handed weapon instead of a shield in your off hand. You gain the benefit of 1 weapon trait and increase your damage by 1, At Rank 3 you gain the benefit of two weapon traits and increase your damage by 3. At Rank 5 you gain the benefit of 3 weapon traits, increase your damage by 5 and your TN adjustment by 1.

Passive Skills

Passive skills are a new type of skill to Abbadon. These skills are always active. Instead of requiring mana to be spent to activate them, the character’s mana pool is permanently reduced by the amount listed as MP Investment.

Sure Grip

Sometimes the way you grip a weapon can change how it behaves. One handed weapons gripped in two hands can deliver a lot more force, and weapons already designed for this type of grip have subtleties that allow them to cause even more devastation.

Prerequisites: Fury

Position: All

Target: Passive

MP Investment:  4

Effect: At Rank 1 one handed melee weapons gain the Adaptable trait, two handed melee weapons increase their damage by 2. At Rank 3 the adaptable trait grants an additional +2 damage and no longer reduces Accuracy. Two handed weapons gain Piercing (2). At Rank 5 All weapons wielded in two hands gain Adjustable (1) or increase the Adjustable Trait by 1 if it already has it. Two handed weapons gain Knockdown (Face) if a weapon already has Knockdown it also gains Stun (1) (Face)

Cleaving Blow

When gripped in two hands weapons can be swung in wide brutal arcs capable of striking multiple foes in a single blow. 

Prerequisites: Sure Grip

Position: Aggressive

Target: Self

MP Cost:  4

Success: Your weapon inflicts its normal damage but gains Arc (2) or increases its Arc trait by 1 allowing it to hit multiple opponents.

Suit: Increase the weapons damage by Rank.

Jack: Weapon gains Piercing (Rank) 

Queen: Gain Arc (3) or increase existing Arc by 3.

King: Gain the Benefits of Jack and Queen.

Double Swing

Another advantage of wielding two weapons is that sometimes when an enemy dodges blows from the first hand it leaves them open to swings from the second.

Prerequisites: Dual Wield

Position: Aggressive

Target: Self

MP Cost:  6

Effect: At Rank 1 Redraw a number of cards equal to your off hand weapons Accuracy + 1 when you attack while wielding two weapons. At Rank 3 increase your damage if successful by Rank. At Rank 5 reduces the MP cost for this ability by 2.

Back Swing

Those who grow confident in wielding two weapons at once find themselves able to deflect and counter blows with efficient brutality as they make their way through the battlefield.

Prerequisites: Double Swing

Position: All

Target: Passive

MP Investment:  6

Effect: At Rank 1 off hand weapon gains the Counter trait with a rating equal to the Rank. At Rank 3 off hand weapon gains Defensive (2). At Rank 5 increase Counter damage by 5.

Leaping Strike

With a mighty howl and a powerful leap the Berzerker can hammer down upon their foe from above in a powerful and devastating strike capable of cleaving the minions of hell in half.

Prerequisites: Cleaving Blow

Position: Aggressive

Target: Single (Any Position)

MP Cost:  6

Success: Your weapon inflicts its normal damage + Rank x2 with Piercing (Rank)

Suit: Rank damage increased to x3.

Jack: The attack also knocks the opponent down.

Queen: Inflict Bleed Rank (3) on the target.

King: Strike 1 additional target for half total damage.

Envigour

The carnage and brutality only serves to invigorate the Berzerker pushing them forward to seek out and slay more foes without the need for rest.

Prerequisites: Back Swing or Leaping Strike

Position: All

Target: Passive

MP Investment:  2

Effect: At Rank 1 the Berzerker recovers additional MP and HP equal to their Rank after a combat encounter.

Onslaught

The heat of battle, the fury and blood shed overtake the Berzerker turning them into a beast of war capable of felling foe after foe in a brutal onslaught.

Prerequisites: Envigour

Position: All

Target: Passive

MP Investment:  8

Effect: At Rank 1 the Berzerker onslaught points equal to their Rank whenever they kill an enemy. These points can be spent to increase the value of unused cards to make additional successes.

Praetorian

Armour Master

Praetorians take good care of their armour constantly cleaning, repairing and enhancing it making even the most unremarkable armour better suited to the job it’s designed for.

Prerequisites: None

Position: All

Target: Passive

MP Investment:  4

Effect: At Rank 1 Your body armour gains a 2 Bonus to AR. At Rank 3 it gains this bonus to ER too. At Rank 5 Helms also  gain +2 Bonus AR and ER.g

Shield Master

Praetorians drill relentlessly in the use of shields for both offence and defence. As a result, they make the use of shields look as fluid as some warriors make the dance of a spear or the blade of a sword seem.

Prerequisites: None

Position: All

Target: Passive

MP Investment:  4

Effect: At Rank 1 increase the shields existing Counter trait by 2 or Defensive trait by 1. At Rank 3 Shields Gain Counter (2) or Defensive (1) if they don’t already have these traits. At Rank 5 all shields gain Counter (4) or increase the counter rating by 4 and Defensive (2) or Increases the Defensive rating by 2.

Full Weight

The Praetorian has learned to leverage the weight of their armour when swinging or thrusting with a weapon.

Prerequisites: Armour Master

Position: Aggressive or Reserved

Target: Self

MP Cost:  4

Effect: At Rank 1 Increase your attack damage by an amount equal to half your Body Armours AR (rounding up). At Rank 3 reduce the MP cost by 2. At Rank 5 Increase your attack damage by your Body Armours full AR.

Shield Advance

The Praetorian uses their shield expertly to keep their opponent on their back foot during combat.

Prerequisites: Shield Master

Position: Aggressive or Reserved

Target: Self

MP Cost:  5

Effect: At Rank 1 while armed with a shield and in Aggressive gain Adjustable (1). At Rank 3 add Counter rating to attack damage. At Rank 5 reduce mana cost by 2.

Armoured Guard

The Praetorian is often a veteran trained to be a member of an elite guard or personal bodyguard to important individuals and as such they know how to keep attackers’ attention on them.

Prerequisites: Full Weight

Position: Reserved

Target: Self

MP Cost:  7

Effect: At Rank 1, this ability forces a number of opponents equal to your rank to attack you for 3 rounds, instead of any of your allies. At Rank 3 Gain Bonus AR and ER equal to your rank. At Rank 5, reduce the cost of this ability by 3 MP.

Tireless Shield

Praetorians have the sheer endurance and will power to maintain proper shield discipline even under the onslaught of many enemies.

Prerequisites: Shield Advance

Position: All

Target: Passive

MP Investment:  8

Effect: At Rank 1 the Praetorian may take 1 additional attack from an enemy per rank before losing reaction cards.

Tough as Nails

Those trained as Praetorians have a reputation for being tough as nails, able to withstand more blows than the average soldier and often have the scars to prove it.

Prerequisites: Full Weight and Shield Advance

Position: All

Target: Passive

MP Investment:  8

Effect: At Rank 1 the Veteran gains 1 additional HP for every rank they have in any Praetorian skill. At Rank 3 they treat their HP multiplier as 3 points higher for regaining HP after combat or from potions. At Rank 5, the first time in combat they’re reduced to 0 HP instead they drop to 1 HP.

Stand Strong

To fall in combat while those in your charge are still standing is dishonourable even if that fall is only temporary. Praetorians train rigidly to stay standing and not lose their wits.

Prerequisites: Armoured Guard and Tireless Shield

Position: Reserved or Distant

Target: Self

MP Cost:  8

Effect: At Rank 1 the Praetorian is immune to Knockdown for the combat. At Rank 3 They are immune to the Stun Condition. At Rank 5 They are Immune to Fear.

If the Veteran has Rank 5 in Tough as Nails, whenever this triggers in combat the Veteran instead drops to Stand Strong x3 HP instead of just 1.

Skirmisher

Ambush Strike

The Skirmisher is an expert at devastating enemies that they catch off guard during an attack.

Prerequisites: None

Position: Aggressive or Distant

Target: Single

MP Cost:  2

Effect: At Rank 1 Increase your damage against enemies lower on the initiative track by 1+ Rank. At Rank 3 Gain Piercing (3) against enemies lower on the initiative track. At Rank 5 inflict Rank x2 bonus damage against enemies lower on the initiative track.

Hit and Run

The Skirmisher is always on the move making themselves an elusive target for opponents to hit while still peppering them with thrown weapons or arrows. 

Prerequisites: None

Position: Reserved or Distant

Target: Single

MP Cost:  4

Effect: At Rank 1 Increase AR and ER by Rank for 3 Rounds, At Rank 3 Gain Defensive (1) for 3 Rounds, At Rank 5 Gain Defensive (2) for 3 Rounds.

Opening

The Skirmisher reacts swiftly enough to throw a spear or shoot an arrow at incoming enemies before the battle is joined properly.

Prerequisites: None

Position: Pre Initiative

Target: Single

MP Cost:  4

Success: Just as a normal attack with a thrown weapon or ranged weapon.

Suit: Just as a normal attack with a thrown weapon or ranged weapon.

Jack: Just as a normal attack with a thrown weapon or ranged weapon.

Queen: Just as a normal attack with a thrown weapon or ranged weapon.

King: Just as a normal attack with a thrown weapon or ranged weapon.

Swift Strike

The Skirmisher aims not for quality of damage but quantity swiftly drawing two thrown weapons or multiple arrows to strike multiple foes in a barrage to soften them up for allies,

Prerequisites: Ambush Strike

Position: Aggressive or Distant

Target: Self

MP Cost:  2

Success: Your weapon inflicts its normal damage but gains Arc (1) or increases its Arc trait by 1 allowing it to hit multiple opponents.

Suit: Increase the weapons damage by Rank.

Jack: Weapon gains Piercing (3)

Queen: Gain Arc (2) or increase existing Arc by 2.

King: Gain the Benefits of Jack and Queen.

Power Strike

The Skirmisher often identifies a single target that needs to be eliminated swiftly and without mercy. Well aimed the right type or arrows or well placed throwing knife or javelin can extinguish a threat before it becomes one.

Prerequisites: Ambush Strike

Position: Aggressive or Distant

Target: Single

MP Cost:  4

Success: Your weapon inflicts its normal damage plus 2+Rank and gains Piercing (1)

Suit: Damage is increased to 4+Rank Piercing (2) or increase Piercing by 2.

Jack: Attack inflicts Bleed 1(3) if a weapon already inflicts Bleed increases the damage and duration by 1.

Queen: Gain Piercing (4) or Increase Piercing by 4.

King: Increase Damage to 8 + Rank Piercing (3)

Prepared

Skirmishers know better than to be caught low on ammunition and make accommodations to carry additional thrown weapons with them to ensure they have plenty for any upcoming encounters.

Prerequisites: Opening

Position: All

Target: Passive

MP Investment:  4

Effect: The Skirmisher cans 1 additional thrown weapon per rank in Prepared.

Fending Jab

If an enemy gets too close for comfort the skirmisher can make use as a thrown weapon in melee or a point blank shot on an enemy that leaves themselves open to it.

Prerequisites: Swift Strike

Position: Aggressive or Reserved

Target: Reaction

MP Cost:  5

Effect: The Skirmisher gains bonus counter damage equal to 2 times Fending Jab Rank. At Rank 5 gain additional bonus damage equal to the Skirmishers Dexterity.

Impaling Throw

The Skirmisher can put their entire weight behind a throw or shot with a bow, enough to pierce through one or more enemies who are closely grouped.

Prerequisites: Power Strike

Position: Aggressive or Distant

Target: Self

MP Cost:  7

Success: Your weapon inflicts 3+Rank bonus damage, gains Piercing (3) and gains Arc (1) or increases an existing Arc rating by +1

Suit: Increase the weapons damage to 6+Rank.

Jack: Increase the weapons Piercing by 2

Queen: Gain Arc (2) or increase existing Arc by 2.

King: Gain the benefits of Jack and Queen.

Recoup

To avoid running low on thrown weaponry the Skirmisher can quickly recover expended weapons while the fight is ongoing by plucking them from slain foes.

Prerequisites: Prepared

Position: All

Target: Passive

MP Investment:  4

Effect: At Rank 1, regain 1 Thrown weapon on any action with a King Success. At Rank 3 regain 1 Thrown weapon on any action with a Queen Success. At Rank 5 regain 1 Thrown weapon on any action with a Jack Success.

Tactician

Critical Advice

The Tactician with their experience facing a wide variety of foes in their lifetime is able to provide their companions advice on how to best engage the enemy to end the battle swiftly.

Prerequisites: None

Position: Unique

Target: One + Rank

MP Cost:  5

Effect: Each allied target gains +1 Accuracy during the first round of combat.

Guarded Approach

The Tactician leads their companions into company with a tight guarded approach allowing them a defensive upperhand in the immediate moment combat is joined.

Prerequisites: None

Position: Unique

Target: One + Rank

MP Cost:  5

Effect: Each allied target gains +1 Reaction during the first round of combat.

Tactical Advance

The Tactician coordinates their allies as they advance upon the enemy. Allow for swift and decisive action for the initial strike.

Prerequisites: None

Position: Unique

Target: One + Rank

MP Cost:  4

Effect: Each allied target increases their Initiative by 2 for the first round of combat.

Master Tactician

Those who are used to issuing commands have no problems issuing multiple commands and set ups are short and concise but still easily understood by their allies. This skill allows for more masterful set ups to doom your opponents.

Prerequisites: Critical Advice, Guarded Approach and Tactical Advance

Position: Unique (set up before combat begins)

Target: Self

MP Cost: 8 + MP Cost of each additional Tactic

Effect: This ability allows you to issue an additional tactic at the start of combat per Rank and provided you have enough MP to use them.

Command Point

The Tactician is always watching the changing flow of combat and always issuing commands to their companions that best take advantage of the ongoing situation.

Prerequisites: Master Tactician

Position: Unique

Target: Single

MP Cost:  8

Effect: At Rank 1 before combat begins draw 1+Rank cards and keep them aside. During the combat you can give these cards to your allies to help turn their hands into successes.

Prime Target

Before the battle even begins the Tactician has already singled out a target for swift execution.

Prerequisites: Master Tactician

Position: Unique

Target: Single

MP Cost:  6

Effect: At Rank 1 during the first round of combat all attacks and skills aimed at the chosen target gain 1 additional card for accuracy. At Rank 3 all damage made against this target in the first round is increased by Prime Target Rank. At Rank 5 all attacks against the target in the first round adjust their TN by 1 degree.

Positional Expertise

The Tactician is able to provide their allies with insight on how to best take advantage of their position in combat.

Prerequisites: Master Tactician

Position: Unique

Target: One + Rank

MP Cost:  6 +2 per additional target

Effect: At Rank 1 each target doubles the bonus received from their position in combat. Characters in Aggressive receive 2 bonus cards, and increase their damage by 4. Those in Reserved gain 2 bonus cards, and increase their Initiative, AR and ER by 2. While those in Distance gain an additional degree of TN adjustment. At Rank 5 targets in Aggressive can adjust their attack TN by 1 degree, while those in Reserved adjust their reaction by 1 degree. Those in Distant gain a bonus card to attacks and reactions.

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