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
Required Attributes: Strength +1, Dexterity +1
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: 2 Defensive Combat, 1 Battle Tactics, 1 Battle Cry, 1 Additional Ability
Ravager: 2 Offnesive Combat, 1 Battle Tactics, 1 Battle Cry, 1 Additional Ability
Warrior:1 Offensive Combat, 1 Defensive Combat, 1 Battle Tactics, 1 Battle Cry, 1 Additional Ability
Attacks Per Round Increases
Level 1: 2 APR
Level 3: 3 APR
Level 5: 4 APR
Level 7: 5 APR
Level 9: 6 APR
Fighters use stamina points and combat reactions to cast their abilities. Stamina points or sp are spent on some of your abilities. Sp is equal to character level + constitution bonus. Sp regenerates from being out of combat, spending cr for 1 sp per cr, or by resting an action at a rate of 1d4 sp per action of rest. Resting requires cover and removes your current cr. Combat reactions or cr is spent on some of your abilities. The fighter can store cr equal to strength bonus + dexterity bonus. Cr generation is 1 cr when they use an ability that uses sp, 1 cr when they are hit with an attack, and 2 cr when you perform or receive any critical attack.
Battle Hardened, Instant Ability
This skill gives the fighter an offensive combat stance that increases their damage by their CPB. During Battle Hardened the fighter can spend a cr to reroll all ones on a damage roll. They can also use a cr during combat to switch weapons without using an action.
Infuriating Defense, Instant Ability
This skill allows the fighter to take a defensive stance that allows them to infuriate attacking enemies whenever armor absorbs all damage. During Infuriating Defense the fighter's armor absorbs additional damage equal to their CPB. They can also use a cr to perform an additional shield defend action as a reaction.
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.
All battle cries have a 10’ range around the fighter. Battle Cries are usable once per round.
Intimidate, Charisma + CPB vs Wisdom + Sense, 1 cr per target
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.
Roar, Charisma + CPB vs Wisdom + Sense, 1 cr per target
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.
Shattering Shout, Charisma + CPB vs Wisdom + Sense
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.
Yell, Charisma + CPB vs Difficulty 18, 1 cr
The fighter uses its voice to motivate self and in range allies deal an additional 1d4 damage for round. The fighter can use reduce the difficulty by 1 per additional cr.
The fighter learns various tactics to aid them in battle.
Strafe, Attacker vs Defender, 1 sp
The fighter moves one movement range sideways while firing in front of itself. Strafe hits all targets within the line of fire and range. Target's hit by critical Strafe are infuriated.
Weapon Throw, Attacker vs Defender, 2 sp
The fighter can throw a melee weapon 10’ to damage a target. They can also use weapon throw to bounce grenades around corners at a distance of up to medium range.
War Horse, Passive Ability, Requires Shield Charge
The fighter gains a free use of shield charge after the fighter kills a target. The performs an automatic Shield Charge when Weapon Throw is a critical hit.
Cleave, Attacker vs Defender, 2 sp
The fighter performs a melee attack that hits up to 3 targets in one action dealing weapon damage per target. When Cleave kills a target the remaining damage hits the next target.
Desperation, Attacker vs Defender, 2 cr
The fighter has the ability to execute a powerful attack against a target when the fighter that deals weapon damage + 1d10 per attack attribute bonus. Desperation is only usable against infuriated targets.
Shield Charge, Strength + CPB vs Defender, 1 sp
The fighter charges at a target equal to or within 2 movements, delivering a powerful shield attack that deals shield strike damage x 2 + Infuriate.
Blind Fire, Attacker vs Defender, 2 cr
The fighter fires at a group from behind its shield at a 6’ radius and triggers Infuriate. The shots have a -5 hit chance and can hit up to 3 targets. The attack penalty can be reduced by 1 per additional cr.
Goading Strike, Charisma + CPB vs Wisdom + Sense, 2 cr
The fighter tricks a target into over swinging on a weakly defended block to off balance the target and gain instant melee damage against a target that deals weapon damage + Stagger. A critical Goading Strike also infuriates.
These are the fighter’s offensive attack skills.
Increased Damage, Attacker vs Defender, 1 sp
The fighter deals +1d8 additional damage per sp to any attack.
Pierce Through, Attacker vs Defender, 2 cr
The fighter takes advantage of a target’s exposed armor to deal straight damage bypassing the armor. Pierce Through critical attacks also deal 1d4 bleeding damage for 3 rounds.
Cyclone Slash, Attacker vs Defender, 2 sp
The fighter strikes at all targets within melee range with weapon damage. Cyclone Slash critical strikes deal a second Cyclone Slash as combo damage.
Quick Strike, Attacker vs Defender, 1 sp
The fighter unleashes a quick accurate attack with +1 to attacker roll per sp.
When the fighter takes their mastery they gain 5 additional Combat Arts.