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fighter [2015/05/14 21:08]
127.0.0.1 external edit
fighter [2015/12/01 12:12]
dan
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 === Weapon Talent 1 === === Weapon Talent 1 ===
   * Great Weapon:You may strike for DOUBLE with a great weapon. You may combine this with effect calls. You also gain 1 WOUND 5 per encounter.   * Great Weapon:You may strike for DOUBLE with a great weapon. You may combine this with effect calls. You also gain 1 WOUND 5 per encounter.
-  * Axe: You gain 1 REND and 1 WEAKEN call per encounter, as well as 2 SHATTER calls per adventure+  * Axe: You gain 1 REND and 1 WEAKEN call per encounter. 
-  * Spear/​Staff:​ You gain 1 STRIKEDOWN and 1 WEAKEN call per encounter, as well as 1 SHATTER call per adventure+  * Spear/​Staff:​ You gain 1 STRIKEDOWN and 1 WEAKEN call per encounter. 
-  * Mace/​Hammer:​ You gain 2 STRIKEDOWN call per encounter ​and 1 WOUND 30 call per adventure+  * Mace/​Hammer:​ You gain 2 STRIKEDOWN call per encounter. 
-  * Rapier: You gain 2 calls per encounter of DISARM or WEAKEN, as well as 1 Blind 5 call per adventure+  * Rapier: You gain 2 calls per encounter of DISARM or WEAKEN. 
-  * Sword: You gain 1 WOUND 5 and 1 STRIKEDOWN per encounter, as well as 1 SHATTER call per adventure+  * Sword: You gain 1 WOUND 5 and 1 STRIKEDOWN per encounter. 
-  * Flail: You gain 1 DISARM and 1 WOUND 5 per encounter, as well as 1 WOUND 30 call per adventure.+  * Flail: You gain 1 DISARM and 1 WOUND 5 per encounter.
   * Bastard (Weapon): You may strike for DOUBLE with a bastard weapon. You may combine this with effect calls. You also gain 1 WOUND 5 per encounter while wielding the weapon in two hands.   * Bastard (Weapon): You may strike for DOUBLE with a bastard weapon. You may combine this with effect calls. You also gain 1 WOUND 5 per encounter while wielding the weapon in two hands.
 +
 +In addition, if you pick this skill for any of the following weapons, choose **one** of the additional benefits below on taking the skill:
 +
 +  * Axe: Two WOUND 30 **OR** 2 SHATTER calls per adventure.
 +  * Spear/​Staff:​ 2 Disarm calls **OR** 1 SHATTER call per adventure.
 +  * Mace/​Hammer:​ 1 WOUND 30 call per adventure **OR** 1 SHATTER call per adventure.
 +  * Rapier: 2 BLIND 5 calls **OR** 2 REND calls per adventure
 +  * Sword: 1 SHATTER call **OR** 2 REND calls per adventure.
 +  * Flail: 2 WOUND 30 calls **OR** 4 ENTANGLE calls per adventure.
 +
 +
 === Weapon Potency === === Weapon Potency ===
   * Great Weapon: You gain 1 SHATTER call per encounter.   * Great Weapon: You gain 1 SHATTER call per encounter.
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 ==== Heavy Armour ==== ==== Heavy Armour ====
 === Heavy Armour Use === === Heavy Armour Use ===
-You may use this type of armour. While in the field, you can repair a suit of heavy armour ​by half of its maximum hits each encounterWhen wearing heavy armour you lose all dodges (including those gained due to other character'​s abilities). However, you also gain 1 use of resist strikedown or resist rend for every dodge you would have had. This is in addition to any resists gained from Large Shield use.+You may wear Heavy Armour. This gives the user 6 extra hits. While wearing Heavy Armourall dodges ​you would usually have become RESIST calls to STRIKEDOWN or REND instead. You may repair a suit of Heavy armour ​with half an hours workYou may call RENEW ZERO with 10 seconds work on an inorganic creature which is dying.
 === Heavy Armour Training === === Heavy Armour Training ===
-Gain the listed number of additional armour hits when appropriately attired. +Heavy armour ​is worth an additional +3 hits.
-=== Heavy Armour Repair/​Extra Training === +
-You may fully repair the listed type of armour ​between encounters. If you already have the ability to repair it, you instead gain an additional +3 armour ​hits.+
 === Bulwarked Defence === === Bulwarked Defence ===
 You ignore any “Through” component of damage calls. You ignore any “Through” component of damage calls.
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 ==== Medium Armour ==== ==== Medium Armour ====
 === Medium Armour Use === === Medium Armour Use ===
-You may use this type of armourWhile in the field, you can repair a suit of medium ​armour ​by half its totally hits each encounter.+You may wear Medium ArmourThis 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.
 === Medium Armour Training === === Medium Armour Training ===
-Gain the listed number of additional armour hits when appropriately attired. +You gain an additional ​+2 hits while wearing Medium Armour.
-=== Medium Armour Repair/​Extra Training === +
-You may fully repair the listed type of armour between encounters. If you already had the ability to fully repair medium armour, you instead ​gain +2 armour ​hits.+
 === Medium Armour Swiftness === === Medium Armour Swiftness ===
 Gain an additional dodge while wearing medium armour. Gain an additional dodge while wearing medium armour.
fighter.txt · Last modified: 2016/05/26 20:23 by dan