The Adaptable feature of the ToA Fighter class is cool. Every level, you get a new 'thing' and they are just about enough to help distinguish a couple of fighters from each other within the same group.
But how can we use this to help define the world we are setting our campaign in?
It seems to me that this is a useful tool. I don't want to re-write anything here, or make anything more complicated: simplicity is important to me at the Table. But I think by considering the way we use the Adaptability table, we can squeeze just a little more flavour out of it.
Below are my suggestions for types of fighter you might find in a fantasy world and which Adaptability feature they would need. There are two ways you can use this idea. The first and simplest is to use the table as normal. Whichever version of Adaptability a player selects dictates what kind of fighter the character is currently employed as. Alternatively, you might ask the player to roll on the table even at generation, when they would normally chose, to randomly select a current career.
New combat style: Shield Wall.
New entry for the 'Adaptable' on p31. Use on a 6 in place of 'Ranged' for all non-archers. This style means that as long as you are standing shoulder to shoulder with an ally, and armed with a shield, you or they gain +1 AC (fighter's player's choice).
Contacts. These are NPCs a player may start out knowing. They should be advantageous - a source of information, adventure seeds or geographical knowledge in a world where most people don't travel very far. Where possible, they should be recurring characters who the players might get to know well, and they ought to be embedded in the local setting. They are the first steps in fleshing out the nearest town, the player's faction or the local community. If Fighter characters elect to have a specific job attached to their class, they should gain a contact as listed below in the Jobs and Roles section.
Below is a simple list of the kinds of jobs or careers each Adaptable style implies. Further below are some ideas on how to develop these roles further.
Charger Assault Troops
Dual Weapon Outlaw, Marine
Long Reach Guards, of temples, palaces, etc.
Opportunist Gladiator
Protector Militia, Town Watch
Ranged Archer
Single Weapon Duellist
Two Hander Specialist (Bridge-holder, etc) or Judicial Champion
Unarmed Pugilist or bare-knuckle fighter
Brutal Assault troops, Marines, Raiders
Rearguard Caravan Guard
Expert Guard Guards, of temples, palaces, etc
Jobs And Roles
Archer (see my Archers In Tales of Argosa post, here).
Depending on the setting, either trained from a young age or part of a standing army or other fighting force. Gain Ranged. Equipped with a short bow, a light axe and dagger instead of long sword and shield.
Archers are a breed apart in many ways. They have a very specific skill set, which it helps to have someone teach you. An archer is likely to know the person who helped them develop as an archer, or taught them to fletch arrows or even to craft a bow. Contacts might include a fellow archer, a bowyer, a fletcher or their sergeant.
Assault Troops
Frontline troops in any attacks on enemy positions. Often veteran who lead the charge. Contacts might include fellow veterans, a mercenary captain, or even a lord.
Caravan Guard
Used to defending a caravan, they begin with Rearguard. Often well-travelled. May have additional Contacts in other settlements or towns. Contacts might include merchants, wagoners, horse breeders or even outlaws.
Champion (or Bridge-holder)
Champions are participants in judicial combats, hired to fight on behalf of the accused or the accuser. Bridge-holders (my term) are specialist wielders of two-handed swords, used to hold strategic positions, such as bridges, courtyards or doors. Take the Two Hander style. Contacts might include those they have defended in the past, members of the judiciary, or whoever taught them to wield that weapon.
Halbadier
Soldiers specifically trained in the use of the halberd. Gain Long Reach style. Contacts are likely to include veterans or officers.
Infantry
Soldiers paid or otherwise engaged to defend the realm. Level 1 would be like peasant levy, followed by various ranks of officer. Only one step up from a civilian in many ways and Contacts are likely to include camp followers (e.g. Rogues), officers, and people from home.
Militia
Sometimes paid, sometimes volunteers, their job is to protect members of the community. They take Protector as their default style. Might come from any of several walks of life so potential Contacts vary, but many will be middle class and know a lot of merchants, other members of the Watch or Militia and members of the town council
Palace Guard
Specialist guards, usually taller than average and well equipped, often with polearms, such as halberds, long spears/pikes or partizans . They take Expert Guard or Long Reach as their default style and must take the other at the next opportunity. Contacts may include those they protect, as well as their rivals.
Pugilist
Bare-knuckle fighter. Takes Unarmed. Contacts will be other fighters, trainers, people associated with other jobs they have, and particular fans (which might include much wealthier peple, such as lords).