Friday, March 29, 2019

The Guy

FIGHTER (soldier, martial artist, brawler, berserker)
1
The zone, attack +1
2
The quest, Defining the zone
3
Privileged position, attack +1
4
Defining the zone
5
Resistance, flurry, attack +1
6
Defining the zone
7
Cut down, attack +1
8
Defining the zone
9
Legendary, attack +1
10
Defining the zone, hurly burly

Starting skills: any one expertise, any other two.
The zone: Once per day, you may enter the zone, a state of combat focus. The state lasts until things calm down, and gives you a +2 to all attack and damage rolls, at the cost of 2 AC.
The quest: At this level, select one of the conditions from the table below, or roll randomly. Whenever you meet that condition, you get another use of the zone that day, even if you haven’t used it yet.
Table 1: combat situations
  1. You go below half health
  2. An ally dies
  3. You meditate, stretch, or do forms for an hour
  4. You force a foe to yield
  5. You get a critical hit
  6. You defeat a foe with your bare hands
  7. You have a hearty meal
  8. You get a little sloshed
  9. You romance an ally
  10. Your ally coaches you before your next fight
Defining the zone: Your fighting style develops. Choose one of the effects below, or roll randomly. It now applies whenever you enter the zone.
Table 2: zone developments
1. No longer lose 2 AC
2. Further +1 to attacks and damage. Fatigued afterward.
3. +3 to combat maneuvers if not wearing medium or heavy armor
4. +3 to resist combat maneuvers
5. Once, when an enemy attacks, replace your AC with an attack roll-10.
6. Combat nourishes you like eating and drinking
7. +1 to attack and damage while flanking
8. +2 damage while mounted with stirrups
9. Get a critical hit on a natural 2
10. Unarmed and improvised attacks grant +1 AC and resistance vs. maneuvers
11. If you hit one enemy, roll to attack another
12. When an enemy moves away from you, make a free attack
13. Jump very far and very high on successful acrobatics test
14. +2 AC when standing between an ally and a foe
15. Add half your level to resist magic
16. +4 to sunder items
17. Can spend a use of zone to avoid surprise.
18. You cannot be knocked unconscious.
19. When you spend your action directing allies, they get a bonus equal to half your fighter level.
20. Allies get one of your zone developments
Privileged position: You get a new skill, “pull rank,” which you can use in circumstances where another character respects your social role as a fighter, killer, protector, or otherwise martial exemplar.
Pull Rank (cha)
  • Compel: If you succeed by less than five, pick one. If you succeed by 5+, pick three: convince them it’s appropriate for you to be here, convince them you’re more important than them, convince them to report their orders.

Resistance: Choose a peril on the table below or roll randomly. Add your level to rolls to resist it.
Table 3: perils
  1. Fear
  2. Poison (including alcohol)
  3. Pushing
  4. Cold
  5. Heat
  6. Charms
  7. Disarming
  8. Tripping
Flurry: If you do nothing else during the round, you may take a -3 to hit on your turn to attack twice.
Cut down: You can slay lesser fighters with a thought. As a free action, you may slay any character with fewer than half of your hit dice. They must be within range of one of your attacks and susceptible to it. You may do this multiple times in a round, but the total levels of characters slain cannot exceed your own.
Legendary: Your skills are known far and wide. Rumor rolls about you need test 5 lower than usual. You will be periodically approached by students of combat asking for you to teach them. Most governments will pay you a commission just to live nearby. If you are ever asked (or forced) into an army, you will be given an officer’s title.

Hurly Burly: If you do nothing else during the round, you may take a -5 to hit on your turn to attack three times.

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