Service – Military

[ Feature Impact ] > Positive
Cost/Adjustment: -1 Character Points (CP) = Level (cumulative)
Guidelines: Kinesthetic (Type)


Common Requirements:

Summary: The character has training and experience in warfare.
 

The character adds a time serving in a militia, guard, army, guild, or strike force in defending either their homeland or one of its institutions. Each character will have a different experience in serving, depending on the emphasis of their Aptitudes, background, and experience and how they would be best put to use for the institution or group they are working for. Extensive Military Service grants a form of Lore, using the standard knowledge levels in real-world experience rather than just history and facts. Characters may also get mundane Prestige Items as part of a reward from a Time of Service of asa simple functionary for a prolonged event. Characters sharing the same Time of Service, often develop an Esprit de Corps – an inspired loyalty that helps them to work more effectively together and bolsters their morale when together.

  • Advancement Test: If a character wants to progress to the next level of Military Service, they must pass the Advancement Test.
  • Battle Wounds: Each level of Military Service will have a chance to acquire a Battle Wound. These accumulate over time. Each wound check failure reduces the character’s general toughness and their maximum. Accumulation of [3] Battle Wounds results in reduced movement rates and [5] can reduce the character’s overall health/constitution.
  • Officer Commission: Purchased level a factor of {Cost Portions}. It allows the character to bypass the Advancement [Test].
  • Mustering Out The [Standard] model is an amount of wealth in Wages, Loot & Spoils and Assets, Equipment, and Prestige Items from the campaigns. Mundane uniforms, gear (Tools/Devices/Kits/Packs/etc.), and armaments may also be part of Mustering Out. Knowledge in terms of Proficiency and Familiarity with Lores, languages, features (skills, traits, etc.)

    Armaments:

Rudimentary: The character has gone through more than just basic training. Common armaments are familiar to the character; Proficiency in basic armaments. Each setting will have an applicable list of these..

Accomplished: In addition to multiple sets of specialized drill and armaments exposure, the character has been exposed to common real world live-action scenarios and feats of endurance making them tougher.

Exceptional: The next step for Accomplished characters is specialized training and working in a team. It includes performing actions under direct and prolonged harrowing attacks (breaking ranks, etc.), staying alert on prolonged conditions (forced marches, watch, etc.) recognizing and working with ordinance and engineering level armaments. They are exceptionally serious about combat.

Master: The Exceptional character has the ability to stay cool under any kind of combat experience. Their training has ensured that all manner of gruesome, atrocious, and shocking opponents and situations will not phase them.

Commander:

Time to Acquire: [None at Character Inception] / [Cumulative] Training (initial) + Operational (experience)
> The GM may determine there is ongoing upkeep/refresher time required; The specifics are up to them.

Cost to Acquire: [None at Character Inception] / Variable by Level (if Commission is purchased)
> The GM may determine there is ongoing upkeep/refresher costs; The specifics are up to them.

Noted Opportunities: [None Specific]

Adventure Hook ++

This presents a good opportunity for the Game Master to use character Features as part of an Adventure.

REPEATED SERVICE: If the character stays in the same place/institution then they require no Advancement check to remain at their current level; Each repeat requires a Wound check and gains the spoils of Mustering Out.

Rewards ++

This presents a good opportunity for adding providing Reward elements to the Character.

Story Hook ++

This presents a good opportunity for adding Character Story elements to the Character.

Role-Play ++

This presents a good opportunity for adding Roleplaying elements to the Character.

Specific Mechanics

The GM and PC can tell a story to determine what brought the character to adopt this feature.


D20™ Military Time of Service

This content is part of the i20™ Variant for the d20 System™.

Officer Commission: Soldier Background + Officer specialty

Advancement: NOTE: A Fighter (Battle Master) has Expertise in Advancement Tests (double their Proficiency Bonus). Special cases may reward successful advancement with Trinkets at the time of Mustering Out.

Battle Wounds: Each reduces current Hit Point total AND their Hit Point maximum by 1; 3+ and they lose 5′ of Movement; 5+ and they reduce their Constitution by 1. The Restoration spell will not negate any effects, nothing short of a Wish can.

Rudimentary:

Accomplished: The character gains a number of Hit Points equal to their Proficiency Bonus. As it increases, so does the bonus.

Exceptional: The character gets their Proficiency Bonus on the conditions listed; -1 maximum Charisma (19); Battle Masters – The Bait and Switch, Commanders Strike, Parry, and Rally maneuvers gain a bonus equal to their Proficiency Bonus. As it increases, so does the bonus. If the Battle Master does not already have this by the time they take their archetype, they may take this level of training instead of Artisans Tool Proficiency for their “Student of War” feature.

Mastery: Advantage on any Sanity checks made under combat related circumstances or experiences, including fear and terror.

Commander:

iCore Military Time of Service

  • :
  • :
  • :
  • :


Having trouble thinking how this might play out after reading this? Check out the Players Roleplaying Guidance or ask the Game Master how it is best expressed in the setting.

Rewards Possible

Proficiency/Familiarity:

  • Weapons
  • Armor
  • Languages
  • Mystical Knowledge
    • Phenomenological
    • Anima Energy
  • Mundane Knowledge
  • Battle Knowledge