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Fighter

Class Feature - Determination

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.

Skill Effects

Weapon Specific Skills:

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.

Use Weapon:

You may fight with any appropriate weapon physrep of the class you choose. Weapon types available to fighters are:

  • Sword
  • Axe
  • Mace/Hammer
  • Great Weapon
  • One-handed spear
  • Two-handed spear
  • Rapier
  • Staff

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).

Weapon Finesse:

  • Great Weapon: You gain 3 STRIKEDOWN calls per encounter.
  • All others: Gain 1 dodge while fighting with your chosen weapon.

Weapon Talent 1:

  • Great Weapon:You may strike for DOUBLE with a great weapon. You may combine this with effect calls.
  • Axe/1-handed Spear: You gain 2 REND calls per encounter.
  • Staff/2-Handed Spear: You gain 1 STRIKEDOWN calls per Encounter
  • Mace/Hammer/Sword: You gain 2 STRIKEDOWN calls per encounter.
  • Rapier: You gain 2 DISARM calls per encounter.

Weapon Potency:

  • Great Weapon: You gain 1 SHATTER call per encounter.
  • Rapier: You may strike for SINGLE THROUGH with your chosen weapon.
  • All others: You may strike for DOUBLE with your chosen weapon. You may combine this with effect calls.

Weapon Talent 2:

  • Great Weapon: You may call IMMUNE to any SHATTER calls made while you wield a Great Weapon, and any STRIKEDOWN calls which hit your weapon. You gain an additional SHATTER per encounter.
  • All others: You gain the effects of Weapon talent 1 an additional time.

Improvised Weapon:

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.

One With Your Weapon

You may call IMMUNE to any disarm calls made against your chosen weapon.

Weapon Supremacy

  • Great Weapon: You may strike for TRIPLE with your chosen weapon. You may combine this with effect calls. You gain an additional SHATTER call per encounter
  • Mace/Hammer: You gain 1 SHATTER call per encounter.
  • Sword: You gain 1 REND call per encounter.
  • Axe/One-handed Spear: You gain 1 STRIKEDOWN calls per encounter.
  • Staff: You gain 2 DISARM calls per encounter.
  • Two-handed Spear: You gain 2 STRIKEDOWN calls per encounter.
  • Rapier You may strike for DOUBLE THROUGH with your chosen weapon.

Heavy Armour

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 encounter.

Heavy Armour Training:

Gain the listed number of additional armour hits when appropriately attired.

Heavy Armour Repair:

You may fully repair the listed type of armour between encounters.

Bulwarked Defence:

You ignore any “Through” component of damage calls.

Medium Armour

Medium Armour Use:

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.

Medium Armour Training:

Gain the listed number of additional armour hits when appropriately attired.

Medium Armour Repair:

You may fully repair the listed type of armour between encounters.

Medium Armour Swiftness

Gain an additional dodge while wearing medium armour.

Fighting Styles

Ambidextrous:

You may fight with any weapon you have the skill to use in both hands at once.

Weapon Catching:

You gain 1 DISARM call per encounter while fighting with a weapon in your off-hand.

Twin-Blade Rend:

As long as you have a weapon in each hand, you may call 1x rend per encounter.

Twin Defensive Swiftness

Gain an additional dodge while wielding in each hand a weapon that you are skilled in using.

Main Gauche Swiftness

Gain an additional dodge while wielding a main gauche.

Shield Swiftness

Gain an additional dodge while using a shield.

Agile Fighter:

You may call IMMUNE to all STRIKEDOWN calls, and ignore the strikedown effect. You still suffer any damage component of the call.

Single Hand Focus:

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.

Single Hand Perfect Defence:

While fighting with a weapon in one hand alone, you may choose to either gain two dodges or double your number of dodges.

Arrow Catching:

While you have a free hand, you may DODGE arrows.

Light Armour Swiftness

Gain an additional dodge while wearing light armour.

Shield Bulwark:

You may resist 1x Shatter that strikes your shield per encounter.

Dampen Blow:

You may ignore any Strikedowns that impact on your shield.

Body Training

Hardy:

You have +1 body hit

Tough:

You have +2 body hits

Absurdly tough:

You have +3 body hits

Iron Body:

You are immune to WEAKEN from all sources, even surgery or disease.

Resilience:

Your body is more adapted to massive trauma than the average individual’s. You have a death count of 120 seconds rather than 60.

High Pain threshold:

REND’s duration is halved on you (to five seconds from ten).

Burly:

You may carry another person at a run, or a heavy armoured person at a walk.

Potent Blow:

You may call +1 damage on one attack per encounter.

Strong:

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.

Strength of Arms:

You may call double with any weapon you pick up that is either under 36” or you have a “use” skill for.

Mighty:

Given five seconds of uninterrupted exertion, you may shatter any mundane object. You gain an additional use of Potent Blow.

Other Skills:

Fearsome Renown:

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.

Survival:

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.

Pack Horse:

You can carry sufficient additional weight to support heavy or spare equipment for a party within reason without penalty.

Seasoned Traveller:

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.

Improved Determination:

You gain TWO additional uses of your Determination class feature per adventure.

fighter.1351899858.txt.gz · Last modified: 2015/05/14 21:09 (external edit)