Fighter
A knight hammers into his opponent’s chain, knocking him to
the ground. The weight of his boot on the adversary’s chest steadies him for
the killing blow.
A duelist flits his sword with grace, placing it firmly into
the eye of his final rival. The rival is dead; the king pleased.
Fighters are remarkably tough, proficient in combat, and
they are skilled at leading, improving, and protecting their team in tactical
scenarios.
Overview
Prime
Requisite: STR or DEX (choose at character creation or flip a coin)
Minor
Abilities: Toughness, Shields Shall Be Splintered, Leverage, Tactical
Prowess
Special
Ability: Deeds
Toughness
Increase your character’s Wound limit by 1.
Shields Shall Be Splintered
If holding a shield, you may negate all effects of one
attack made against you at the cost of destroying the shield.
Leverage
Whenever you hit with an attack, you may make another attack
without using one of your actions. However, you can only make the same attack
twice.
If you have made the same attack twice, you must draw
another weapon, grapple your opponent, move on to a new target, etc. to maintain
your Leverage. Get creative!
Tactical Prowess
You may spend a Grit point to transfer any number of your
remaining Grit points to an ally.
In game, this is the instruction or inspiration you are
giving your ally.
Deeds
Ancient heroes are remembered by their epic feats of
strength and courage. The deeds they performed to protect the innocent,
vanquish evil, take their revenge, or strike terror in the hearts of many are
what cemented them in the storybook of history.
Through your character’s mighty Deeds, they too can be remembered
eternally.
A Deed can be anything you and the Referee can agree on.
This is your opportunity to be creative!
Do you want to climb up the neck of a Dragon to attack it up
close? Roll Deeds. Do you want to swing on the chandelier and kick your enemies
off the banquet table one by one? Roll Deeds. Do you want to pry the bars of a
portcullis up with only your brute strength and determination? Roll deeds.
Deeds are resolved by rolling a pool of d6, Deed Dice. The size of your
dice pool is determined by your Special Limit, and to succeed on any given
Deed, you must roll 2 successes.
Normally, a success on a d6 is a 4, 5, or 6. However, if the
Referee grants you advantage, success is a 3, 4, 5, or 6. If you
have disadvantage, success is a 5 or 6. Of course, the larger your
pool, the more likely you are to roll two successes.
Every
time you fail a Deed, your dice pool decreases by 1 for the day. The next day,
all your Deed dice are restored. When you only have two Deed dice left, you do
not lose them by failing Deeds.
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