For Players
Setting Information
Factions
System Information
Classes
For GMs
Real World
For Players
Setting Information
Factions
System Information
Classes
For GMs
Real World
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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.
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).
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 use this type of armour. While in the field, you can repair a suit of heavy armour by half of its maximum hits each encounter.
Gain the listed number of additional armour hits when appropriately attired.
You may fully repair the listed type of armour between encounters.
You ignore any “Through” component of damage calls.
You may use this type of armour. While in the field, you can repair a suit of medium armour by half its totally hits each encounter.
Gain the listed number of additional armour hits when appropriately attired.
You may fully repair the listed type of armour between encounters.
Gain an additional dodge while wearing medium armour.
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 1x rend 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 all STRIKEDOWN calls, and ignore the strikedown effect. You still suffer any damage component of the call.
Double 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.
While fighting with a weapon in one hand alone, double your number of dodges.
While you have a free hand, you may DODGE arrows.
Gain an additional dodge while wearing light armour.
You may resist 1x Shatter that strikes your shield per encounter.
You may ignore any Strikedowns that impact on your shield.
You have +1 body hit
You have +2 body hits
You have +3 body hits
You are immune to WEAKEN from all sources, even surgery or disease.
Your body is more adapted to massive trauma than the average individual’s. You have a death count of 120 seconds rather than 60.
REND’s duration is halved on you (to five seconds from ten).
You may carry another person at a run, or a heavy armoured person at a walk.
You may call +1 damage on one attack per encounter.
You have cabled muscles, allowing you to carry multiple people, or carry out feats such as climbing or jumping while in heavy armour without penalty. You gain an additional use of Potent Blow.
You may call double with any weapon you pick up that is either under 36” or you have a “use” skill for.
Given five seconds of uninterrupted exertion, you may shatter any mundane object. You gain an additional use of Potent Blow.
Among any who pay attention in martial circles, your name will be known, and your prowess respected/feared. You have particular reputation amongst a particular faction that you have interacted with.
Extended periods on trail rations and sleeping in tents while carrying a heavy bag each day doesn’t bother you. You can take an additional watch at night, sleep in light armour, and travel in heavy armour without slowing the party.
You can carry sufficient additional weight to support heavy or spare equipment for a party within reason without penalty.
The road knows no fear for you. You can either forced march in heavy armour by day, or sleep in it by night. If travelling without heavy armour, you can skip a single consecutive night of sleep with no penalty.
You gain TWO additional uses of your Determination class feature per adventure.