Martial Distinctions Rules
In the Perilous Adventures Warbands Guide (PAWG), not every hero wields magic—some carve their legend with steel, grit, and cunning alone. For those who don’t tap into mystical forces, martial distinctions offer a way to stand tall in a harsh world. Whether you’re new to tabletop roleplaying or a seasoned player, these optional distinctions add flavor and power to characters who rely on physical prowess, sharp instincts, or raw determination rather than spells. We use the d100 system: roll two ten-sided dice (one for tens, one for units) under your skill or target—lower is better—and these distinctions boost your rolls or grant special tricks. With our example characters—Torren, Lira, Eryn, Kael, and Veyra—we’ll show how they work with examples and math, focusing on those without magic like Torren, Lira, and Veyra. No combat play-by-play here—just the tools to make your non-magical hero a force to reckon with. Pick your distinctions, and let’s forge your tale!
How Martial Distinctions Work
- Starting Out: All characters get two distinctions at creation, plus one from their species (e.g., Lira’s Night’s Embrace). If you don’t use magic (no Spellcasting or Mana), you can swap one or both for martial distinctions from this list, with GM approval.
- Effects: These grant +20 bonuses to skills in specific situations, extra damage, or unique combat perks—balanced to shine without overshadowing magical power.
- Narrative Hook: Each comes with a story seed—why you’ve honed this talent—to deepen your character’s grit.
- Math: Bonuses stack with skills (capped at 100 at start), boosting rolls and Margin of Success—vital for damage or checks.
Newbie Tip: Martial distinctions are your edge if you skip magic—Torren’s strength or Lira’s stealth get a boost to match Kael’s spells!
Martial Distinctions List
Battle-Scarred Veteran
- Effect: +20 to Endurance when resisting damage (e.g., Reaction rolls); once per fight, reduce incoming damage by 20 (minimum 0).
- Hook: Countless battles have hardened your flesh and resolve—each scar a lesson in survival, etched in blood and steel.
- Math Example: Torren (Endurance 90 + 20 = 110, capped 100) takes 80 damage. Rolls 40 (success)—80 - 20 = 60, HP 180 to 120, a grizzled survivor.
Raging Storm
- Effect: +20 to Melee Weapons when below 50% HP; deal +10 damage on critical hits (01-05).
- Hook: Fury ignites as your life wanes, a tempest of steel unleashed when death looms—a warrior’s final roar.
- Math Example: Torren at 80/180 HP (below 50%), Melee Weapons 100 + 20 = 120 (capped 100), rolls 05 (Margin 95). Damage: 22 (STR/10) + 15 (sword) + 95 + 10 = 142.
Oathbound Blade
- Effect: Choose a sworn foe (e.g., undead, beasts); +20 to attack rolls and +10 damage against them.
- Hook: An oath carved into your soul drives your blade—vengeance or duty fuels every strike against your chosen enemy.
- Math Example: Torren vs. undead, Melee Weapons 100 + 20 = 120 (capped 100), rolls 40 (Margin 60). Damage: 22 + 15 + 60 + 10 = 107.
War Cry
- Effect: Once per fight, as a Standard Action, grant allies within 20 ft +20 to their next attack roll; foes roll WIS + Resilience (Difficulty 40) or take -10 to attacks for 1 round.
- Hook: Your bellow shakes the battlefield, a primal call rallying friends and daunting foes—a voice forged in war.
- Math Example: Veyra uses War Cry—Lira’s Melee Weapons 60 becomes 80 next roll; foe’s Resilience 50, rolls 50 (fails)—attacks at -10.
Ironbreaker
- Effect: +20 to Melee Weapons against foes with 10+ DR; once per fight, ignore all DR on a successful hit.
- Hook: You’ve faced armored titans and shattered their shells—your blade knows no barrier, forged in defiance.
- Math Example: Torren vs. a foe with DR 15, Melee Weapons 100 + 20 = 120 (capped 100), rolls 40 (Margin 60). Damage: 22 + 15 + 60 = 97, ignores DR once.
Bloodied Grit
- Effect: +20 to Endurance when below 25% HP; regain 10 HP (max half total) when you drop a foe to 0 HP (once/day).
- Hook: The closer death creeps, the fiercer you fight—each foe’s fall fuels your stubborn will to stand.
- Math Example: Torren at 40/180 HP (below 25%), Endurance 90 + 20 = 110 (capped 100), downs a foe—HP 40 to 50.
Weapon Dancer
- Effect: +20 to Acrobatics when wielding a melee weapon; once per fight, negate one attack’s damage with a successful Acrobatics Reaction (roll vs. attacker’s Margin).
- Hook: Your blade weaves with your steps, a deadly dance honed in skirmishes—a whirlwind of steel and grace.
- Math Example: Torren (Acrobatics 50 + 20 = 70) reacts to 60 Margin attack, rolls 30 (success)—damage 0, HP stays 180.
Forgeborn Kin
- Effect: +20 to Craft (Smithing) when repairing or crafting weapons/armor; +10 damage with weapons you’ve personally repaired or forged.
- Hook: The anvil’s song runs in your blood—steel you’ve shaped bends to your will, a bond of fire and sweat.
- Math Example: Torren (Craft 50 + 20 = 70) forges a sword, Melee Weapons 100, rolls 40 (Margin 60). Damage: 22 + 15 + 60 + 10 = 107.
Berserk Howl
- Effect: +20 to Intimidation after taking 20+ damage in one hit; once per fight, force a foe within 10 ft to miss their next attack (WIS + Resilience, Difficulty 40 resists).
- Hook: Pain fuels your rage, a guttural howl unnerving even the stoutest heart—a beast unleashed in battle’s heat.
- Math Example: Torren takes 80 damage (HP 180 to 100), Intimidation 50 + 20 = 70, rolls 30—foe misses next attack.
Ghost Step
- Effect: +20 to Stealth in dim light; once per fight, move 20 ft without triggering opportunity attacks.
- Hook: Shadows are your cloak, your tread a whisper—none see the ghost until it’s too late.
- Math Example: Lira (Stealth 100 + 20 = 120, capped 100) rolls 30 (Margin 70)—moves unseen, no counterattack.
Street Phantom
- Effect: +20 to Stealth in urban areas; once per fight, move through a crowd unseen (no roll needed if crowded).
- Hook: City streets are your hunting ground—you vanish into the bustle like a phantom in plain sight.
- Math Example: Lira (Stealth 100 + 20 = 120, capped 100), rolls 40 (Margin 60)—slips through a market unnoticed.
Unyielding Voice
- Effect: +20 to Leadership when allies are below 50% HP; once per fight, grant an ally +20 HP (max half their total).
- Hook: Your command holds firm when hope fades—a beacon of resolve in the storm.
- Math Example: Veyra (Leadership 100 + 20 = 120, capped 100) aids Torren at 80/180 HP—HP to 100, rallying cry.
Banner Bearer
- Effect: +20 to Leadership; allies within 20 ft gain +10 to resist fear or stun effects once per fight.
- Hook: You carry a tattered standard that steadies hearts—your presence turns panic into steel.
- Math Example: Veyra (Leadership 100 + 20 = 120, capped 100), rolls 40—Torren’s WIS roll 50 becomes 60 vs. fear.
For Experienced Players
- Tactics: Stack bonuses—Torren’s Ironbreaker + Melee Weapons 100 = 120 target vs. DR, 97 damage ignores armor. Lira’s Ghost Step + Stealth = untouchable ambushes.
- Synergy: Veyra’s Unyielding Voice + Windrunner’s Fleet of Foot = mobile healer-leader. Torren’s Forgeborn Kin + Ironvein trait = crafting powerhouse.
- Epic Mode: With 450 points, Raging Storm +30 Melee, +15 damage on crits—Torren’s a whirlwind at low HP!
That’s martial distinctions in PAWG! Simple boosts for newbies without magic, deep options for pros—pick your flair, roll that d100, and fight on. Tweak with your GM!