User Tools

Site Tools


fighter

This is an old revision of the document!


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 1 REND and 1 WEAKEN call 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. You gain an additional SHATTER 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 gain 1 WEAKEN call per encounter.

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
  • Rapier You may strike for DOUBLE THROUGH with your chosen weapon.
  • All others: You gain the effects of Weapon talent 1 an additional time. This does NOT double with Ambidex.

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. When 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.

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.

Shields

Buckler Use

You may fight with a buckler, this can be done in one of two ways:

  • When held in your hand, you may ignore any blow that hits your buckler and may use other relevant shield skills.
  • When strapped to your arm, you may treat blows that hit the buckler as if they had hit your weapon or use relevant shield skills.

Medium Shield Use:

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.

Large Shield Use:

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.

Dampen Blow:

You may ignore any Strikedowns that impact on your shield.

Deflect Blow:

You may call immune to Shatter and Disarm calls which are delivered by melee weapon and impact upon your shield.

Reflect Blow

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.

Disarm Blow

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.

Solid Defence:

You gain 2 uses of Resist Shatter, Disarm, or Strikedown per encounter against blows which hit your shield.

Hold the Line:

Once per encounter, you may call RESIST to any one call that contains the MASS descriptor.

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.

Two-Handed Block

You may call IMMUNE to any STRIKEDOWN call you block with a two-handed weapon.

Iron Defence

Once per encounter, you may call SHATTER when you block a weapon strike with a two-handed weapon.

Reaping Blow

Twice per encounter, you may call THROUGH QUINT with a two-handed weapon.

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.

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).

Pack Horse:

The road knows no fear for you.
You can do one of the following with no penalty:

  • Forced march in heavy armour.
  • Sleeping in medium or heavy armour.
  • Carry sufficient additional weight to support heavy or spare equipment for a party.
  • Carry a spare suit of heavy armour or 2 suits of medium.
  • Skip single night of sleep.

In addition, you can drink two extra potions without risking addiction.

Heroic Stamina:

The road knows no fear for you.
You can do all of the following with no penalty:

  • Forced march in heavy armour.
  • Sleeping in medium or heavy armour.
  • Carry sufficient additional weight to support heavy or spare equipment for a party.
  • Carry a spare suit of heavy armour or 2 suits of medium.
  • Skip several nights of sleep.

In addition, you can drink a further two potions without risking addiction.

Burly:

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.

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:

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.

Strong Resolve

You may call IMMUNE to any weaken call delivered by weapon. Additionally, when performing extended feats of strength you will not falter when others would give in to exhaustion.

Beyond Mortal Strength

You count as Strengthened at all times. 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).

Other Skills:

Fearsome Renown:

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.

Fearsome Visage:

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.

Improved Determination:

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

Affiliation:

You are a paid up member of some sort of organisation that values your skills as a combatant. This could be anything from being a member of a mercenary company through to a thug working for a faction of the True Council. This provides you a reasonable “in” to the activities of the group, and they'll also help you out by loaning you up to two items of standard equipment at any one time.

Reputed:

You are a notable member of your affiliated organisation. You can draw a small wage from them (10 Acra per adventure, and can also have one superior item on loan at any one time.

Champion:

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.

Combat Paths

fighter.1354228731.txt.gz · Last modified: 2015/05/14 21:09 (external edit)