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.
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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.
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Cost
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Ability
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3
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Strong: +3 STR
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3
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Quick: +1 DEX
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10
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Nimble: +1 SPD
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2
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Sturdy: +1 CON
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2
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Durable: +1 BODY
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2
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AF: Medium Armor Proficiency
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1
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AF: Shield Proficiency
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4
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WF: Common Melee, Common Missile
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2
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Penalty Skill Levels: +1 to Offset DCV and DEX Penalty of Medium Armor
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16
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Choose One:
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- Combat Skill Levels: +2 All Combat
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- Combat Skill Levels: +2 DCV and
+2 OCV w/ Tight Group
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- Skill Levels: +1 Overall Level and
+2 OCV w/ Tight Group
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2
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PS: Warrior
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3
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Tactics
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3
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Fast Draw
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1
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Warrior Elite: Right to Bear Arms or Equivalent For Culture
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Value
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Disadvantages
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0
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None
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+55
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Total Cost of Package
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Cost
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Options
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10
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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"
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20
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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.
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4
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Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima
(-1/2)
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4
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Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima
of Bows (-1)
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10
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Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
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7.5
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Median Lethality: Deadly Blow: +1d6 Killing, any circumstance, any
medium weapon
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7.5
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Coup de Morte: Deadly Blow: +1d6 Killing, when opponent at 5 or less
BODY, any weapon
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10
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Precision: Find Weakness 11-: One Attack (choose)
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+10
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- More Precise: Increase Find Weakness to Tight Group
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+20
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- Incredibly Precise: Increase Find Weakness to All Attacks
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+10
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- Reliably Precise: Find Weakness to 13-
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+40
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- Always Precise: Find Weakness to 17-
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6
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Shifty: Combat Luck (3 PD/3 ED)
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4
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Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing
Armor (-1/2)
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4
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Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing
Medium Armor (-1/2)
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5
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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
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5
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Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
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-2
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Bad Knees: -1" Run
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-5
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Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
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-5
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Psychological Limitation: Warriors Code (Uncommon, Moderate)
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-10
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Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
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-5
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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)
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-10
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Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
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