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fighter [2014/03/13 20:28]
jamesg
fighter [2016/05/26 20:23] (current)
dan
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   * All others: Gain 1 dodge while fighting with your chosen weapon.   * All others: Gain 1 dodge while fighting with your chosen weapon.
 === 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 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 10 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 and 1 STRIKEDOWN per encounter, as well as 1 SHATTER call per adventure+  * Sword: You gain 1 WOUND 10 and 1 STRIKEDOWN per encounter. 
-  * Flail: You gain 1 DISARM and 1 WOUND per encounter, as well as 1 WOUND 30 call per adventure+  * Flail: You gain 1 DISARM and 1 WOUND 10 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 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 10 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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   * Rapier: You gain 1 REND call per encounter.   * Rapier: You gain 1 REND call per encounter.
   * Flail: You gain 1 ENTANGLE call per encounter.   * Flail: You gain 1 ENTANGLE call per encounter.
-  * Bastard (Weapon): Gain Wound 10 per encounter, which you may use while wielding the weapon in 2 hands.+  * Bastard (Weapon): Gain Wound 10 calls per encounter, which you may use while wielding the weapon in 2 hands.
 === Improvised Weapon === === Improvised Weapon ===
  
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 === Weapon Transcendence === === Weapon Transcendence ===
   * Sword/​Rapier:​ Once per an adventure you may, for a period of 10 seconds, call DISARM on **every** blow.   * Sword/​Rapier:​ Once per an adventure you may, for a period of 10 seconds, call DISARM on **every** blow.
-  * Spear/​Knife:​ Once per an adventure you may, for a period of 10 seconds, call WOUND on **every** blow.+  * Spear/​Knife:​ Once per an adventure you may, for a period of 10 seconds, call WOUND 10 on **every** blow.
   * Flail/​Hammer/​Mace/​Bastard Weapon/​Great Weapon: Once per an adventure you may, for a period of 10 seconds, call STRIKEDOWN on **every** blow.   * Flail/​Hammer/​Mace/​Bastard Weapon/​Great Weapon: Once per an adventure you may, for a period of 10 seconds, call STRIKEDOWN on **every** blow.
 ==== 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, REND OR WOUND 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.
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 Once per encounter, you may call SHATTER when you block a weapon strike with a two-handed weapon. Once per encounter, you may call SHATTER when you block a weapon strike with a two-handed weapon.
 === Reaping Blow === === Reaping Blow ===
-Twice per encounter, you may call THROUGH QUINT **a** QUINT REND with a two-handed weapon.+Twice per encounter, you may call THROUGH QUINT **or** QUINT REND with a two-handed weapon.
 === Agile Fighter === === Agile Fighter ===
 You may call IMMUNE to all STRIKEDOWN calls, and ignore the strikedown effect. You still suffer any damage component of the call. You may call IMMUNE to all STRIKEDOWN calls, and ignore the strikedown effect. You still suffer any damage component of the call.
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 You are immune to WEAKEN from all sources, even surgery or disease. You are immune to WEAKEN from all sources, even surgery or disease.
 === High Pain threshold === === High Pain threshold ===
-REND and WOUND duration is halved on you (to five seconds from ten).+RENDWOUND, and BACKSTAB ​duration is halved on you.
 === Battle Rage === === Battle Rage ===
 On any occasion where you use a determination,​ you also refresh your per-encounter calls. On any occasion where you use a determination,​ you also refresh your per-encounter calls.
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 === Improved Determination === === Improved Determination ===
 You gain TWO additional uses of your Determination class feature per adventure. You gain TWO additional uses of your Determination class feature per adventure.
 +==== Organisational Ties ====
 === Affiliation === === Affiliation ===
-You are paid up member of some sort of organisation ​that values your skills ​as a combatantThis could be anything from being a member ​of a mercenary company through ​to a thug working for a faction of the True CouncilThis 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 have an affiliation with group or organisation as one of their combatantsOther members ​of the organisation will tend to react well to youIn addition, ​you gain ONE of the following benefits (decide when buying this skill) that represents your exact relationship with the organisation (choosen at purchase):​ 
 +  * Loaned ​up to 2 pieces ​of standard equipment ​per adventure 
 +  * Organisation will investigate a question and provide an answer for you (assuming it is something they can reasonably answer and would trust you with) 
 +  * Provide you with a small wage (9 Riel per adventure) 
 === Reputed === === Reputed ===
-You are a notable ​member ​of your affiliated organisation. You can draw small wage from them (9 Riel per adventure, and can also have one superior item on loan at any one time.+You are a notable ​combatant ​of your affiliated organisation. Most members will react well to you, and very low ranking members may even take orders from you. In addition, you gain one of the benefits from Affiliation. You can choose to take the same benefit you already have, and in which case you get either ​second question, 18r per adventure, ​4 standard items or 2 standard items and superior item
 + 
 +=== Backing === 
 +You are very well known and respected in your organisation as a capable fighter. Most members will know your name and respect you. Most members who are not reasonably senior in their own right will either take orders from you or at least respect and consider ​any opinions you may have. You may choose ​one of the following additional benefits relating to you relationship with the organisation (choosen at purchase):​ 
 +  * Once per an adventure you may use the power of your organisation to resolve an issue (that is appropriate to them). This may be making some legal problems go away, staging some sort of distraction,​ arranging a meeting with someone important, or anything else appropriate to your organisation. 
 +  * A payment of 9r per adventure (will stack with anything from Affiliation and Reputed) 
 +  * Loan of a Superior item or use of up to 18r worth of provisions (e.g., alchemy) which may be used in defence of your organisations interests but otherwise returned. 
 === Champion === === 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, and one Master-Crafter ​item 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-Crafted ​item at any one time. All but the most senior combatants within the organisation will follow your orders without question.
fighter.1394742525.txt.gz · Last modified: 2015/05/14 21:08 (external edit)