Fighters have reserves of grit and determination above and beyond other characters. Twice per adventure, fighters can immediately HEAL FULL themselves. If they wish, they can do this in response to being reduced to 0 hits.
Fighters can choose one Combat Path to add to their skill tree, the first skill is free but further skills in the Path must be bought as usual.
Each type of weapon gains different benefits from each of the weapon skills on the fighter skill tree. You may purchase any of the skills on the tree once for each type of weapon if you wish. If you are fighting ambidextrously, you gain calls for each hand separately, so if you fight with two of the same weapon, you will effectively gain twice the normal number of calls.
You may fight with any appropriate weapon physrep of the class you choose. Weapon types available to fighters are:
If you have the Use skill for a one-handed weapon, and fight with an appropriate weapon of 36” or less, you may make one WEAKEN call per encounter (this does NOT stack for ambidexing).
Note that a Bastard Weapon must be greater than 36“ in length.
In addition, if you pick this skill for any of the following weapons, choose one of the additional benefits below on taking the skill:
Your chosen weapon type is familiar enough to you that you can almost always find something that will work in its place up to a point. Mechanically, you can find an object that will work for you as a standard weapon of your chosen type with ten seconds of appropriate “searching” roleplaying.
You may call IMMUNE to any disarm calls made against your chosen weapon.
You may wear Heavy Armour. This gives the user 6 extra hits. While wearing Heavy Armour, all dodges you would usually have become RESIST calls to STRIKEDOWN, REND OR WOUND instead. You may repair a suit of Heavy armour with half an hours work. You may call RENEW ZERO with 10 seconds work on an inorganic creature which is dying.
Heavy armour is worth an additional +3 hits.
You ignore any “Through” component of damage calls.
You may wear Medium Armour. This gives the user 4 extra hits. You may repair a suit of Medium armour with half an hours work. You may call RENEW ZERO with 10 seconds work on an inorganic creature which is dying.
You gain an additional +2 hits while wearing Medium Armour.
Gain an additional dodge while wearing medium armour.
You may fight with a buckler, this can be done in one of two ways:
You can use a medium shield. You gain 2 uses of Resist Shatter, Disarm, or Strikedown per encounter against blows which hit your shield.
Additionally, you CAN wield a large shield with this skill, but do not gain any of the benefits of Large Shield use while still losing all dodges, nor can you use other shield skills while using a large shield.
When fighting with a weapon and shield, resists from shield skills can be applied to strikes against either your shield or your weapon.
You can use a large shield. When using a large shield you lose all dodges you would otherwise have. Instead, you gain one use of Resist Shatter, Disarm, or Strikedown per encounter against blows which hit your shield for each dodge you would have had. This is in addition to any resists gained through Heavy Armour Use.
Additionally, you CAN wield a medium shield with this skill, but do not gain any of the benefits of Medium Shield use nor can you use other shield skills while using a medium shield.
When fighting with a weapon and shield, resists from shield skills can be applied to strikes against either your shield or your weapon.
You may ignore any Strikedowns which are delivered by melee weapon and impact upon your shield (you may still use your resists against blows which impact against your shield from another source).
You may call immune to Shatter and Disarm calls which are delivered by melee weapon and impact upon your shield (you may still use your resists against blows which impact against your shield from another source).
Once per encounter you may call resist to a single (non-BACKSTAB) damage/effect call delivered to you, your weapon or your shield via a melee weapon. You may then immediately make the same call back at the person who delivered it.
Once per encounter you may ignore the full effects of one blow delivered via melee weapon against your shield, and instead call a disarm against the weapon which struck your shield.
You gain 2 uses of Resist Shatter, Disarm, or Strikedown per encounter against blows which hit your shield.
Once per encounter, you may call RESIST to any one call that contains the MASS descriptor.
You may fight with any weapon you have the skill to use in both hands at once.
You gain 1 DISARM call per encounter while fighting with a weapon in your off-hand.
As long as you have a weapon in each hand, you may call make one call of REND or WOUND 10 per encounter.
Gain an additional dodge while wielding in each hand a weapon that you are skilled in using.
Gain an additional dodge while wielding a main gauche.
Gain an additional dodge while using a shield.
You may call IMMUNE to any STRIKEDOWN call you block with a two-handed weapon.
Once per encounter, you may call SHATTER when you block a weapon strike with a two-handed weapon.
Twice per encounter, you may call THROUGH QUINT or QUINT REND with a two-handed weapon.
You may call IMMUNE to all STRIKEDOWN calls, and ignore the strikedown effect. You still suffer any damage component of the call.
Triple the number of all offensive combat calls you gain through weapon mastery, talent and supremacy skills while fighting with a weapon in one hand and nothing in your off hand. Any single use damage bonuses from superior or master-crafted weapons are also tripled.
While fighting with a weapon in one hand alone, you may choose to either gain two dodges or double your number of dodges.
While you have a free hand, you may DODGE arrows.
Gain an additional dodge while wearing light armour.
You have +2 body hits.
You have +3 body hits.
You are immune to WEAKEN from all sources, even surgery or disease.
REND, WOUND, and BACKSTAB duration is halved on you.
On any occasion where you use a determination, you also refresh your per-encounter calls.
Additionally, you can perform forced marches in heavy armour or skip multiple nights of sleep without penalty.
Twice per an adventure, upon dropping an opponent, you may call HEAL 4 PARTY. Usually along with a blood curlding roar or shout of a motivational nature.
You may carry another person at a run, carry a heavy armoured person at a walk, or trivially pull an injured comrade away from the front line. Additionally, you have an additional body hit.
You may call DOUBLE with any weapon you pick up that is either under 36” or you have a “use” skill for.
Gain the ability to apply Strengthen to yourself twice per adventure. Additionally, you can carry a heavily armoured person at a run or carry multiple unarmoured people.
You count as STRENGTHED at all times, unless affected by a WEAKEN. With extended effort you can break any mundane object that you can reasonably leverage your full strength against (supporting pillars are easy work but you might need to find a stout tree before you attempt to batter down a castle wall).
Among any who pay attention in martial circles, your name will be known, and your prowess respected/feared. Additionally, you have a particular reputation amongst a particular faction that you have interacted with which can be leveraged in a similar way to Contacts.
You have become talented at leveraging your reputation/appearance/skill to unnerve your foes. You gain 2x uses of MASS FEAR per an adventure. This ability can also be used to intimidate those at your mercy.
You gain TWO additional uses of your Determination class feature per adventure.
You have an affiliation with a group or organisation as one of their combatants. Other members of the organisation will tend to react well to you. In addition, you gain ONE of the following benefits (decide when buying this skill) that represents your exact relationship with the organisation (choosen at purchase):
You are a notable combatant of your affiliated organisation. Most members will react well to you, and very low ranking members may even take orders from you. In addition, you gain one of the benefits from Affiliation. You can choose to take the same benefit you already have, and in which case you get either a second question, 18r per adventure, 4 standard items or 2 standard items and a superior item.
You are very well known and respected in your organisation as a capable fighter. Most members will know your name and respect you. Most members who are not reasonably senior in their own right will either take orders from you or at least respect and consider any opinions you may have. You may choose one of the following additional benefits relating to you relationship with the organisation (choosen at purchase):
You are one of the better (or at least, most renowned) fighters in your group. You can expect significant cooperation from them, and can borrow as much superior equipment from them as you like, and one Master-Crafted item at any one time. All but the most senior combatants within the organisation will follow your orders without question.