| Scrapper | |
| Some warriors eschew finesse and are just rough and tumble scrappers able to fight with fist or blade as circumstances require. Whether they find themselves in a bar room brawl or on a battle field the Scrapper is equally capable of distributing a little pain to those that dare to stand against them. | |
| Scrappers are very well suited to the life of an adventurer, and further intelligent use of Weapon Elements for their Martial Arts can yield fantastic synergies between their two skill sets. | |
| Cost | Ability |
| 55 | Brawler Package |
| 55 | Choose One |
| Heavy Foot Package | |
| Medium Foot Package | |
| Light Foot Package | |
| Savage Package | |
| 110 | Total Cost of Abilities |
| Value | Disadvantages |
| 0 | None |
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+110 |
Total Cost of Package |
| Brawler | |
| Brawlers fight with knuckle and grit, grappling, punching, headbutting and assailing their opponents with their barehands and clubs of opportunity. Often found in bars, towns, and rough neighborhoods, some Brawlers are good enough to pit their skills against armed opponents or in an adventuring party. Some supplement their fisticuffs with a stout club or cross-train to learn other martial disciplines. | |
| The player of a Brawler gets to build their own fighting style and it can be anything ranging from a well established and formalized system of fighting to just pure natural talent unique to the character as they wish, though additions to the history of the setting necessary to accomodate an established system are subject to GM modification or veto. | |
| Cost | Ability |
| 2 | Tough: +2 PD |
| 3 | Quick: +1 DEX |
| 10 | Nimble: +1 SPD |
| 24 | Brawling Martial Art (HtH Based) |
| 3 | Choose One: |
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| 16 | Choose Four: |
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| 5 | Choose One: |
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| 3 | Choose One: |
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| 6 | Combat Skill Levels: +2 with Martial Arts |
| 4 | Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) |
| 3 | Breakfall |
| Value | Disadvantages |
| 0 | None |
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+55 |
Total Cost of Package |
| Cost | Options |
| 2 | WF: Common Martial Arts Weapons |
| 1* | Weapon Element with Martial Art |
| var | More Maneuvers |
| +4* | HtH Damage Classes; (Some GM's will put a cap on Damage Classes to prevent abuse; in this case to allow the Brawler to stay competitive, the GM should at least allow a cap of 1/100 Character Points of the Brawler rounded in their favor.) |
| +4* | Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) |
| +12 | Fleet: +2" Run (8" Total), Reduced Endurance (0 End, +1/2), Affects Base |
| 5 | Palooka Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) |
| 10 | Palooka Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post Segment 12 Recovery In Combat (-2) |
| 5 | Frightening Intensity: +10 PRE; Offensive Use Only (-1) |
| -5 | Reputation: Ill tempered Brawler 8- |
| -5 | Physical Limitation: Old Injury (Infrequently, Slightly Impairing) |
| -10 | Psychological Limitation: Roughneck Mentality (Common, Moderate) |
| -10 | Rivalry with other Brawlers (More Powerful, Group, Professional, Unaware, Outdo) |
| Heavy Foot | |
| Heavy Foot typically fight, as the name would indicate, on foot. They generally wear heavy armor and wield heavier two-handed weapons. | |
| As you might imagine physical strength and stamina are necessary for this type of fighting, and Heavy Foot train exhaustively when learning thier trade to develop the physical traits needed in their line of work. Most Heavy Foot start thier training in thier mid teens, as their bodies are better able to adapt to the stress and develop the necessary body mass to excel at this trade. | |
| Cost | Ability |
| 5 | Strong: +5 STR |
| 6 | Sturdy: +3 CON |
| 6 | Durable: +3 BODY |
| 4 | Resilient: +2 REC |
| 5 | Great Stamina: +10 END |
| 4 | Willpower: +2 EGO |
| 2 | Choose One: |
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| 10 | Choose One: |
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| 2 | AF: Heavy Armor Proficiency |
| 1 | AF: Shield Proficiency |
| 2 | WF: Common Melee |
| 4 | Penalty Skill Levels: +2 to Offset DCV and DEX Penalties of Heavy Armor |
| 2 | PS: Warrior |
| 1 | Warrior Elite: Right to Bear Arms or Equivalent For Culture |
| 1 | Expensive Equipment: Wealth 3; Only For Purposes Of Determining Starting Equipment (-2) |
| Value | Disadvantages |
| 0 | None |
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+55 |
Total Cost of Package |
| Cost | Options |
| 10 | Follow-through Attack: Trigger on up to 60 Active Points of Killing Attack (Trigger: when current opponent is killed in battle and there is another opponent in HtH Range attack that opponent, +1/4); OIF (weapons of opportunity; -1/2); Costs 1 END to use; Note: takes a Half Phase Action to "Reset Trigger" |
| 20 | Superior Follow Through Attack: Trigger on up to 60 Active Points of Killing Attack (Trigger: when current opponent is killed in battle and there is another opponent in HtH Range attack that opponent; Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; +1/2) for up to 60 Active Points (30 Active Points); OIF (Weapon of Opportunity; -1/2); Costs 3 END to use; Note: Trigger resets automatically after an opponent is slain; the character has no choice about using the ability -- if there is an opponent in HtH range they must attack them and further if there are multiple opponents the GM can decide which is attacked based upon events in play. |
| 4 | Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima (-1/2) |
| 10 | Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon |
| 7.5 | Heavy Lethality: Deadly Blow: +1d6 Killing, any circumstance, any heavy weapon = |
| 6 | Shifty: Combat Luck (3 PD/3 ED) |
| 4 | Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing Armor (-1/2) |
| 4 | Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Heavy Armor (-1/2) |
| 6 | Passive Blocking: +3 DCV; OIF: Weapon of Opportunity (-1/2), vs HtH Only (-1) |
| -2 | Bad Knees: -1" Run |
| -5 | Physical Limitation: Old Injury (Infrequently, Slightly Impairing) |
| -5 | Psychological Limitation: Warriors Code (Uncommon, Moderate) |
| -5 | Social Limitation: Grunt (Services command less money; thrown into the thick of battle, get fewer considerations of comfort, afforded less respect, etc) (Frequently; Minor; Not Limiting In Some Cultures) |
| -10 | Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo) |
| Medium Foot | |
| Medium Foot typically fight, as the name would indicate, on foot. They generally wear chain or other medium armors and wield heavier one-handed weapons in conjunction with a shield. Medium Foot concentrate on a powerful mix of manueverability, quickness, skill, technique and brute force. | |
| Medium Foot provide a potent middle ground between the various extremes of fighting, and might possibly be the best all-around type of generalist fighter. | |
| Cost | Ability |
| 3 | Strong: +3 STR |
| 3 | Quick: +1 DEX |
| 10 | Nimble: +1 SPD |
| 2 | Sturdy: +1 CON |
| 2 | Durable: +1 BODY |
| 2 | AF: Medium Armor Proficiency |
| 1 | AF: Shield Proficiency |
| 4 | WF: Common Melee, Common Missile |
| 2 | Penalty Skill Levels: +1 to Offset DCV and DEX Penalty of Medium Armor |
| 16 | Choose One: |
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| 2 | PS: Warrior |
| 3 | Tactics |
| 3 | Fast Draw |
| 1 | Warrior Elite: Right to Bear Arms or Equivalent For Culture |
| Value | Disadvantages |
| 0 | None |
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+55 |
Total Cost of Package |
| Cost | Options |
| 10 | Follow-through Attack: Trigger on up to 60 Active Points of Killing Attack (Trigger: when current opponent is killed in battle and there is another opponent in HtH Range attack that opponent, +1/4); OIF (weapons of opportunity; -1/2); Costs 1 END to use; Note: takes a Half Phase Action to "Reset Trigger" |
| 20 | Superior Follow Through Attack: Trigger on up to 60 Active Points of Killing Attack (Trigger: when current opponent is killed in battle and there is another opponent in HtH Range attack that opponent; Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; +1/2) for up to 60 Active Points (30 Active Points); OIF (Weapon of Opportunity; -1/2); Costs 3 END to use; Note: Trigger resets automatically after an opponent is slain; the character has no choice about using the ability -- if there is an opponent in HtH range they must attack them and further if there are multiple opponents the GM can decide which is attacked based upon events in play. |
| 4 | Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima (-1/2) |
| 4 | Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima of Bows (-1) |
| 10 | Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon |
| 7.5 | Median Lethality: Deadly Blow: +1d6 Killing, any circumstance, any medium weapon |
| 7.5 | Coup de Morte: Deadly Blow: +1d6 Killing, when opponent at 5 or less BODY, any weapon |
| 10 | Precision: Find Weakness 11-: One Attack (choose) |
| +10 |
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| 6 | Shifty: Combat Luck (3 PD/3 ED) |
| 4 | Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing Armor (-1/2) |
| 4 | Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Medium Armor (-1/2) |
| 5 | Active Sheild Defense: Armor (4 PD/0 ED) (6 Active Points); OAF (Shield; -1), Costs Endurance (-1/2), Only When Using Shield For DCV (-1/4); Costs 1 END per Phase |
| 5 | Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1) |
| -2 | Bad Knees: -1" Run |
| -5 | Physical Limitation: Old Injury (Infrequently, Slightly Impairing) |
| -5 | Psychological Limitation: Warriors Code (Uncommon, Moderate) |
| -10 | Psychological Limitation: Swashbuckler Mentality (Common, Moderate) |
| -5 | Social Limitation: Grunt (Services command less money; thrown into the thick of battle, get fewer considerations of comfort, afforded less respect, etc) (Frequently; Minor; Not Limiting In Some Cultures) |
| -10 | Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo) |
| Light Foot | |
| As the name would indicate Light Foot typically fight on foot. They generally wear lighter armor and wield lighter weapons. | |
| Light Foot concentrate on speed, manueverability, skill, and technique over brute force and strength. Reflexes and adroitness are their bread and butter, and they often make use of easily carried thrown weapons which they can hurl at an opponent. | |
| Adept skirmishers, Light Foot are much more dangerous than their lightly armored fast moving nature would suggest, and what they lack in striking power they make up for with accuracy and finesse. | |
| Cost | Ability |
| 6 | Quick: +2 DEX |
| 10 | Nimble: +1 SPD |
| 4 | Fleet: +2" Run |
| 10 | Precision: Find Weakness 11-: One Attack (choose) |
| 2 | AF: Light Armor Proficiency |
| 5 | WF: Common Melee, Common Missile, Slings |
| 10 | Choose One: |
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| 1 | FAM: Acrobatics |
| 3 | Breakfall |
| 3 | Fast Draw |
| 1 | Warrior Elite: Right to Bear Arms or Equivalent For Culture |
| Value | Disadvantages |
| 0 | None |
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+55 |
Total Cost of Package |
| Cost | Options |
| 4 | Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima of Bows (-1) |
| 10 | Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon |
| 7.5 | Light Lethality: Deadly Blow: +1d6 Killing, any circumstance, any light weapon |
| +10 | More Precise: Increase Find Weakness to Tight Group |
| +20 | Incredibly Precise: Increase Find Weakness to All Attacks |
| +10 | Reliably Precise: Increase Find Weakness to 13- |
| +40 | Always Precise: Increase Find Weakness to 17- |
| 6 | Shifty: Combat Luck (3 PD/3 ED) |
| 4 | Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing Armor (-1/2) |
| 4 | Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Light Armor (-1/2) |
| 5 | Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1) |
| -5 | Physical Limitation: Old Injury (Infrequently, Slightly Impairing) |
| -5 | Psychological Limitation: Warriors Code (Uncommon, Moderate) |
| -10 | Psychological Limitation: Swashbuckler Mentality (Common, Moderate) |
| -10 | Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo) |
| Savage | |
| Savages are warriors from more primitive and / or less civilized lands who rely on sheer athleticism and moxy rather than fancy or well crafted armaments. Savages tend to focus on survival and overall fitness. | |
| Savages can be somewhat similar to Light Foot but without concentrating overly much on the mastery of a specific weapon (to a Savage everything is a weapon), and with more concentration on raw athletic ability. | |
| Despite the connotation of the word "savage", Savages are not ravening brutes by default; they are simply primal and unspoiled by more advanced modicums of behavior. Many Savages follow a personal or cultural Code of behavior that, while typically more practical and/or direct, is nevertheless as binding to them as a well defined Code of Chivalry is to the most hide-bound and chivalrous of Knights. This is a concept often referred to as "the Noble Savage". | |
| Cost | Ability |
| 3 | Strong: +3 STR |
| 3 | Quick: +1 DEX |
| 10 | Nimble: +1 SPD |
| 6 | Durable: +3 CON |
| 6 | Resilient: +3 BODY |
| 16 | Choose One: |
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| 2 | AF: Light Armor Proficiency |
| 1 | AF: Shield Proficiency |
| 6 | WF: Common Melee, Common Missile, Uncommon Melee |
| 2 | Survival: Any 1 Environment |
| 55 | Total Ability Cost |
| Value | Disadvantages |
| 0 | None |
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+55 |
Total Cost of Package |
| Cost | Options |
| 12 | Fleet: +2" Run (8" Total), Reduced Endurance (0 End, +1/2), Affects Base |
| 5 | Frightening Intensity: +10 PRE; Offensive Use Only (-1) |
| 5 | Fearless: +10 PRE; Defensive Use Only (-1) |
| 4 | Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima (-1/2) |
| 10 | Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon |
| 6 | Shifty: Combat Luck (3 PD/3 ED) |
| 4 | Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing Armor (-1/2) |
| 4 | Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Light Armor (-1/2) |
| 5 | Savage Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) |
| 10 | Savage Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post Segment 12 Recovery In Combat (-2) |
| -5 | Physical Limitation: Old Injury (Infrequently, Slightly Impairing) |
| -5 | Psychological Limitation: Savage Code (Define) (Uncommon, Moderate) |
| -10 | Psychological Limitation: Dislikes Magic & Those Who Use It (Common, Moderate) |
| -10 | Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo) |
| -5 | Social Limitation: Savage (Feared & Discriminated against in cities) (Frequently; Minor; Not Limiting In Some Cultures) |