In this post, we're looking at the two Fighter-esque classes in GLoW, the Knight and the Raider.
Knight
Start with your Panoply and a Squire.
+3 Mettle per template.
A: Panoply
B: Bastion
C: Recognition
D: +1 Attack per Turn
ς: Squire
Δ: Tyrant
Panoply: You are trained in the use of an ancient suit of battle armour. It is three meters tall, takes ten minutes to don or doff and requires a suit of special clothing (as hide armour outside the suit) to connect yourself. Your Panoply grants you Skill in every feat of Strength or Swiftness while you wear it and is further modified by three pieces of scrap at any given time: one modifying your under suit, the second your wielded weapon(s) and the third any one item you might mount outside the Panoply. You can use this third item as if you were holding it with both your hands.
Mettle: If you would take damage while inside your Panoply, you may negate the damage by reducing its Mettle by one per damage die. You may repair up to a third of your Mettle by expending a scrap and an hour's labour. Doing so replaces one random piece of scrap used by your Panoply with the scrap spent. You can pay any fuel or charge costs at the same time.
Bastion: If someone on the far side of you is attacked with a
gun or other ranged weapon, you may interpose yourself. Save or compare
the attack roll against your Defense as is appropriate to the attack.
Gain one Loyalty per damage die if you do this for a tribal hireling.
Recognition: You may lawfully become Chief. For every power of ten people who recognize the legitimacy of your rule (1, 10, 100, 1000, 10k, 100k), there is a 1 in 6 chance that electronic locks recognize your legitimacy as a leader and grant you access even without an appropriate card.
Squire: When recruiting tribal hirelings, you may recruit a Squire if you have a scrap and do not already have a Squire. They are a Knight in training with a lesser copy of your Panoply providing three Mettle. Their under suit is modified by the scrap used, just like your own. Fully restoring your Squire's Mettle means replacing that scrap. If you are Chief, your Squire is promoted to be your Lieutenant and does not cost Loyalty to recruit. Hirelings only get Mettle if given a scrap.
Tyrant: You do not need to wait until your C template to contest the Chief for their position if you do so from within your Panoply. Ignore the usual method for becoming Chief - you splatter the old Chief into paste and make everyone listen to you by force. This applies a -10 penalty to Loyalty, reduced by 5 per template until it goes away at Knight C. If Loyalty is negative, you cannot safely leave camp (or your mech suit) and must play as your Lieutenant for any scene outside of camp.
Mechanics Notes: Negating all damage from an attack is a powerful ability. But scrap is fairly expensive, as will be established in the Astrologer post later on. Especially if you have a really nice one you want to keep. It's also possible that the Knight will step on the awful starting Chief within minutes of starting a campaign. Let them do that. It'll be funny.
Raider
Start with your scrap gun.
+1 Inventory Slot per template
A: Scrap Gun, Honour
B: Notches
C: War Chief
D: Both Barrels
ς: Aspirants
Δ: Warrior Bond
Scrap Gun: To be acknowledged as a Raider, you must build a scrap gun from a melee weapon and a piece of scrap, both of which must be taken in battle. This takes an evening of work and basic tools, but the result is a Sacred two-handed hybrid between a double-barrel shotgun and the melee weapon trophy, modified by the positive/negative traits of the scrap. A scrap gun does 2d6 damage in a 30' line (save for half) using shot, 2d6 at 100' range (save negates) using slug or 1d6+Str if used as a melee weapon. Reloading takes ten minutes. Firing alerts the whole hex. As with all firearms, enemies get +4 on Saves if they are in cover when they get shot at.
Honour: So long as you maintain your honor, you can bear two Sacred items at once, as long as one (and only one) of them is a scrap gun. Letting your scrap gun be lost or stolen is a breach of your honor, as is letting anyone insult you. You may reclaim your Honor by slaying everyone who shamed you and then openly carrying your (recovered, if necessary) scrap gun for a week.
Notches: Track kills based on Reaction Type. Whenever you gain a new power of ten notches (1, 10, 100, 1000), you deal +1 Damage and +1 Save vs that Type. You are always disfavoured by the Type you have the greatest number of notches for. This only effects you, not the whole party.
War Chief: Raiders may only become Chief in times of war. If your tribe is not already at war, you must pick someone to go to war with when becoming Chief. You must step down when the war ends. While Chief, the whole tribe has the Notches effects for whatever Type you have the most Notches for. You are encouraged to pick a fight with that specific kind of enemy.
Both Barrels: You may attack with your scrap gun in both player initiative phases. If your turn is in Fast, this means shooting in Slow and vice versa. This effectively gives you an extra attack.
Aspirants: When recruiting tribal hirelings, you may choose to recruit an aspiring Raider instead of an ordinary hireling. They cost no Loyalty to recruit, but are motivated primarily by the desire to win battle trophies. They never agree to avoid potential combats where trophies might be won.
Warrior Bond: It is possible for two Raiders to exchange guns. If you offer this to someone and they accept, you form an unbreakable warrior bond. You can never be compelled by any rule of the game to harm or betray them. You are also legally married. If they refuse or ever marry another, your honour demands that you kill them. (But remember the first half of this ability.)
Mechanics Notes: Established Raiders do a LOT of damage, averaging 2d6+6 with their scrap gun against most enemies (enhanced gun and +2 from notches for two reaction types) and only slightly less in melee. This is countered by the fact that big singular monsters tend to have Mettle (ala the Knight) and that crowds have Loyalty instead of Hit Points, so they scatter instead of dying. Still, try to have intelligent enemies stay in cover after they hear the first shot go off.
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