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. 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.
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 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 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 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 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.
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 +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.
REND’s duration is halved on you (to five seconds from ten).
The road knows no fear for you.
You can do one of the following with no penalty:
In addition, you can drink two extra potions without risking addiction.
The road knows no fear for you.
You can do all of the following with no penalty:
In addition, you can drink a further two potions without risking addiction.
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.
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 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.
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.
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-Crafter item at any one time.