Fighter, a name all too commonly thrown out to thugs and bandits, true fighters are the wrecking balls of the battlefield. Versed in melee, ranged, and defensive combat, fighters can adapt to any weapon or armor. At home in battle, they prefer to be on the frontline, in the thick of the fight. Charging into the fray to devastate and draw the attention of their enemies, fighters usually command a unit and defend them. Some fighters on the other hand are all about offense.
While they can hail from a wide variety of backgrounds, most fighters come from military or mercenary groups. As such, the jobs a fighter takes on usually come from the Merc Line Network, Brokery, or orders issued onto them from their superiors. Their approval for posted jobs is based on their rankings among the other fighters. Combatants are green and are allowed to take on only assignments with a high degree of success and a lower degree of danger. As they move up to the rank of warrior they are trusted with more difficult assignments. Gladiators are tasked with the missions that are the most difficult or important to accomplish.
Fighters do not have a structured education in their training. While most have at least been through some manner of boot camp, much more is picked up through experience. The logic being, “That almost got me killed! Won’t do that again.” They also learn much from exchanging war stories and the more experienced the fighter is, the more they can see through a boast to what really happened. Most fighters are smart enough to test new tactics they learn about with allies first though. Lets them know they will not get killed if they use them in combat.
All the militaries in the world have fighters training their soldiers expect Nazera, though they do have them among their ranks. Larger mercenary bands, such as Raven’s Crest, hire on fighters to train their troops. These are usually older fighters who have seen more battlefields than they care to remember. Older fighters who still have the lust for combat are more inclined to train their own troops instead of someone else’s. Though it is not a rule, most defensive fighters partner up with a gunmen along the path of their career. Offensive style fighters tend to have a variety of partners.
Fighters are heavy armor combat experts. Utilizing battle cries to aid in attack or defense, they often carry a variety of weapons for multiple situations. Versed in battle tactics they can call on their allies in combat and use specialized weapons attacks to eliminate enemies. Fighters are generally easy to spot in a group; they are the ones at a fancy restaurant in full battle gear. Hearty and grizzled, they are always ready for a fight and won’t go down quietly.
Role: Defense, Damage, Command
Species: Cojaro, Human, Vampire, Grufia, Habataki, Quiwong, Shaross
Professions: Explorer, Hunter, Law Enforcement, Mariner, Medic, Soldier
Suggested Attributes: Strength and Dexterity
Starting Health: 10 + Constitution + Species Health
Level Up Health Increase: 10 + Constitution Bonus
Starting Armor Proficient: All
Starting Weapon Proficient: All Strength and Dexterity based weapons.
Starting Skills: Choose two starting Combat Arts.
Weapon(s): Long Sword, Short Bow, Dagger
Equipment: Clothing, 1 Day Ration, Backpack, Canteen, 20 Arrows
Alternate and Quiwong
Weapon(s): Semi-Automatic Pistol, Bolt Action Rifle, Dagger
Equipment: Clothing 1 Day Ration, Backpack, Canteen, 5 Clips (pistol), 25 Bullets (Rifle)
Bulwark: Infuriating Defense, Block, 1 Battle Cry, Goading, 1 Additional Ability
Ravager: Relentless Offnesive, Battle Hardened, 1 Battle Cry, Wrathful, 1 Additional Ability
Warrior: Infuriating Defense, Relentless Offense, 1 Battle Cry, 2 Additional Ability
Stamina points or SP are equal to character level + CPB. SP regenerates from being out of combat, 1 SP per CR spent, and 1d4 SP per rest action.
Combat reactions or CR can be stored equal to twice your CPB. CR generation is 1 CR when they use an ability that uses SP and 1 CR when they are hit with an attack.
Battle Hardened, Passive Ability
The fighter has increase defense against fear equal to their CPB.
Infuriating Defense, Stance
This stance allows the fighter to absorb additional damage equal to their CPB. During infuriating defense their infuriate targets whom fail to damage more than their armor.
Relentless Offense, Stance
This stance allows the fighter to increase their damage by their CPB. During relentless offense fighters regain 1d4 SP whenever they land a critical attack.
Call To Arms, Charisma + CPB vs Range Difficulty, 2 CR
The fighter calls for assistance from a close range party member. The assistance could be in the form of damage, disabling, buffing, healing, or trading off with another defender. Ally gains +1d4 to their roll. Range difficulty is 10 for melee, 15 for close, and 20 for medium.
War Horse, Passive Ability
The fighter have a bonus equal to their CPB against movement impairing effects.
Charge, Attacker vs Defender, 1 SP
While the fighter is not adjacent to hostile targets it can charge at a target equal to or within 2 movements. While in infuriating defense charge can be used as a reaction for 2 CR to block for an ally. Relentless offense allows the fighter deal an attack with their charge.
Block, Reaction, 1 CR
The fighter can increase their soak rate by their shield strike damage multiplied by CPB. Block requires a shield.
All battle cries have a 10’ + 1' per CPB range around the fighter. Battle Cries are usable once per round and effect a number of targets up to the fighter's CPB. Battle cries use the fighter's Bartering roll versus the target's Sense roll to determine succcess.
The fighter attempts to scare a target into fleeing for 3 actions. If the fighter critically attacks with the cry the target is stunned for duration. If the cry critically fails the target deals +5 damage to the fighter.
The fighter draws the attention of the target so its allies can attack the target safely. If the fighter critical attacks with the cry the target is infuriated. If the cry critically fails a fighter suffers a -2 penalty to infuriating defense rolls for a round.
The fighter attempts to shake the target’s nerves, making it harder for it to fight back against the fighter with -1 attacker/defender rolls per CR for 3 actions. If the fighter critical attacks with the cry the spent CR is refunded. If the cry critically fails the target gains +3 attacker/defender roll against the fighter.
The fighter learns combat affixes to apply to any attack action. They can add combat affixes equal to their CPB for 1 SP each. Combat affixes can be mixed and matched for a variety of effects. There are two kinds of affixes, standard and multiplier. Standard affixes can be applied once per attack while multipler affixes can be stacked for greater effect.
Push, Standard Affix
The fighter moves their target half their move on an attack.
Goading, Standard Affix
The fighter adds Infuriate to their attack.
Piercing, Multiplier Affix
The fighter ignores 1d4 soak rate on their attack.
Wrathful, Multiplier Affix
The fighter deals +1d8 damage to their attack.
Cleave, Multiplier Affix
The fighter strikes an strikes an additional target.
Sure Strike, Multiplier Affix
The fighter strikes with +1 to attacker roll.
Stagger, Standard Affix
The fighter staggers a target for an action.
Stunning, Standard Affix
The fighter removes an action from the target's next turn.
Weaken, Standard Affix
The fighter reduces the target based on current their current stance until the end of their next turn. While in infuriating defense they reduce the target's attacker roll, while relentless offense reduces their defender roll.
When the fighter takes their mastery they gain an additional Combat Arts for each increase.