Fighter Class
Fighter Class
However, if the
The Fighter/ defender loses the roll (to any attack), they may
be hit but they lose their offensive round. Losing
Warrior Class parry results in losing offensive action in next
round.
The Fighter class is based on Warriors stylized for Regain Stance: This number (expressed as a
different cultures. 8d Hit points; 8d damage base. fraction) indicates the character’s ability to
The heart of the class is the higher hit points and recover from the prone position and get to their
damage, combat skills that other classes must use feet while being attacked. If a character has a
focus days to gain, as well as the following skills regain stance of 1/3, and they are hit by a blow of
and abilities: 12 hp, they will remain down on a regain roll
(d10) of 1-4.
Basic Combat Skills:
Stance: This number (expressed as a fraction)
Anchor Stance: This ability is declared in the indicates the character’s ability to take a blow and
defensive round and allows the character to roll remain standing. If a character has a stance of ½,
percentage in an attempt to increase stance, and they are hit by a blow of 12 hp, they are down
making it more difficult to be knocked prone. on a stance roll (d10) of 1-6.
Cushion Blow: This ability is declared in the Specialty Moves: These are a “special” form of
defensive round and allows the character to roll attack. Rather than simply declaring that you wish
percentage in an attempt to absorb the blow to swing, you indicate that you are doing a
thereby increasing protection and damage particular move. These moves are more difficult
adjustment. to hit (need to roll higher) but they also have more
of an effect (See Specialty Moves Charts). When
Dodge: This ability is declared in the defensive attempting a specialty move, all pluses to hit are
round and allows a character to roll percentage in divided by 2. This is called a “modified” roll. For
an attempt to increase evasion level and be more example, a character can do a double damage
difficult to hit. specialty move on a modified roll of 15-20. If the
character is overall +4 to hit, they get a modified
Evasion Level: This is an instinctive defensive roll of +2 on the specialty moves. Therefore, the
ability to evade attacks based on dexterity and move will be made on a roll of 13-20. Any other
level and does not have to be declared. The roll will miss.
evasion level determines what it takes to be hit on
a d20. Level zer0 takes a 10 to be hit, level one Surprise: Represents the character’s skill at
takes an 11 to be hit, level two takes a 12, level gaining surprise. The modifier is added to d10.
three takes a 13 and so on.
Weapon Skills: A list of proficient weapons and
Initiative: Indicates the character’s skill at gaining damages with pluses To Hit, To Parry, and To
initiative. The modifier is added to d6. Damage.
Feint: The ability (50%) to feint and draw the Make Do: This ability allows a fighter to pick up
defender’s parry away, thereby eliminating the any normal item and immediately use it as a
parry roll. If successful, the defender cannot parry weapon with +2 skill and +2 damage.
(or take any other defensive action), but if
unsuccessful, the attacker loses their round and Two-Handed Swing: This ability allows a fighter
cannot attack. to swing two-handed, gaining a damage bonus of
+2 on each attack.
Missile Deflection: This defensive action provides
a percentage chance of blocking/deflecting Hunting/Fishing: This general percentage skill is
normal (and normal-sized) missiles. Modifiers are used while a fighter is travelling (hunting) or at
important for this skill. the end of the day (fishing). See Hunting/Fishing
charts.
Missile Deflection for Others: Percentage chance
of blocking/deflecting normal (and normal-sized) Mount Skills:
missiles for others in immediate vicinity.
Mount Skill: Percentage ability to ride a particular
Supernatural Missile Deflection: Percentage mount (See Mounts).
chance of blocking/deflecting supernatural
missiles (such as magic missiles, rays from Parry for Mount: Ability to parry for mount.
wands, negation rays, etc.).
Missile Deflection for Mount: Ability to missile
All Around Sight: The defensive percentage deflect for mount.
ability to detect an opponent about to do a sneak
attack (assassination or backstab) thereby foiling Rearing: Ability (set at 25%) to rear up horse to
the attempt and forcing them to attack normally. gain an advantage. Percentage rolled while rolling
to hit (replaces war cry). Rally choices (must
Fatal Block: The percentage ability used in the declare) include: Rally (+4 to hit for group for
defensive round (after attack has been made) to round), Attack (allows double damage against
block/deflect an otherwise successful large creatures), Defense (opponents -4 to hit), or
assassination/backstab strike. Knockdown (knocks opponent prone).
War Cry: This percentage ability is used at the Charge: Allows the rider to charge (minimum 50'
same time as an attacker makes their roll to hit. It movement) thereby gaining +2 damage per swing.
is a bonus move. The war cry should be called out
simultaneously while rolling the attack. If Ride Down: Allows the rider to knock down a
successful, the attacker gains +1 to damage on fleeing opponent. Roll Riding %.
each swing/attack.
Mounted Decapitation: Allows a rider with an
Bypass Armour: Percentage rolled while rolling to edged blade to use the mount advantage to behead
hit (replaces war cry). If successful, the attacker an opponent on a specified roll of natural 19-20
finds a way through the opponent’s armour rather than a natural 20.
thereby avoiding damage adjustment.
Spur/Kick: Horses can be kicked to move an
Battle Perception: This skill is used prior to additional 50%. The action can be done only
combat. It allows the character to study an every three rounds.
opponent. Depending on the percentage rolled, if
successful it provides a bonus to attack or defend Spur Escape: This defensive ability provides a
in the first round of combat only (first contact) percentage chance that allows the rider to spur the
with this particular enemy.