Playthings of Mad Gods

GLOG Class: Warlord

Some say that power derives from their blood, from their excellence in governance, or even from a right granted by their gods. You know better - power comes from your ability to destroy all those, who will deny your will. It doesn't matter if you were born of the noblest blood or in the gutter - it matters what blood you can spill. It doesn't matter if you can make a land a better place to live if you can not make it die with a single order. It doesn't matter whether G_ds support your reign or try to stop you - if they get in your way, you will crush them like all the rest that came before.

WARLORD: Starting equipment: A medium weapon, a shield, chain mail, a dagger hidden where they least expect it and a traitor to crush. Starting skill: roll 1d6: 1. Intelligence 2. Propaganda 3. Logistics 4. Explosives 5. Military Engineering 6. Medicine

Formations!: As long as you and minimum three other people form a tight formation (It doesn't matter if it is a shield wall, a roman turtle or anything else) you gain +2 to defense.

Crush their spirits: If your enemies can be intimidated, their morale is treated as if it was lower by 2

Father to his men (or mother to her women, or parent to their people, or any other combination you want. Anyone clap can clap be clap a clap warlord): The amount of hirelings you can have is increased by 6. You can also organize up to a hundred troops without any issues - any more and you need subofficers.

Never Break Formation: Each time you or those under your command fail a morale roll or a save against fear, this person can decide to take d4 non-lethal damage to succeed instead.

Undefeated: In a pitched battle forces led by you will never lose, as long as you have at least 1/3 the amount of soldiers as your foe has. You can hold a fortified position three times longer than it should be possible.

#Class #GLOG