Fighters

Fighters are the brute, physical force on any battle field being well trained in the usage of numerous weapons. Their bodies are trained intensly for many years, in various ways that allow them to virtually use anything usable as a weapon and most are very well trained in hand to hand combat.

Bonus: Any Character of the Warrior, Paladin, Beserker classes begin the Game w/ 25 Hp + 1 hp for every 2 points of Stamina. Fighters gain a +1 to both their strength and stamina during character creation up to the racial limit. Fighters may take their attack skill beyond 10 to a max of 12, they also may take their weapon skill levels past 5 to a max of 7 and also add 1/2 their weapon skill to the damage they deal. They also start with a skill rating of 1 in any weapon they pick up.

Fighters star w/ the following Combat values:

Combat Value   Begining score
Attack   Str ÷4 -1
Dodge   Swift ÷4
Magic Dodge   Int ÷8
Parry   Int ÷4
Targeting   Dex ÷5
Throwing   Dex ÷6

 

 

 

Warriors

Minimum requirments: Strength 10, Swiftness 10, Stamina 10

 

Warriors are the most common type of class found in the game. Virtually anybody can be a fighter just by picking up a weapon and heading off to battle this however does not make them a warrior. Warriors have been trained to use virutally any weapon available w/ relatively good proficency, and their bodies have been hardened to things that normal men would not be able to with-stand or even survive.

Paladins

Requirements: Strength 10, Charisma 15, Wisdom 14

The up holders of all that is just and right a paladin is a rare character indeed. His soul intent in life is to uphold justice and protect those unable to protect themselves. He dedicates his life to helping those in need and is a true enemy of all that is evil, riding to meet it in battle to furthur his cause.

A paladin begins the game with his Wisdom ÷3 x 10 Gaurdian Points (Gp) which he can use in numerous ways:

He may heal wounds he has recieved at a recovery rate of 1 per 10 points spent.
He may heal wounds done to others at a recovery rate, at different costs listed on the table below:

Creature Alignment:     Gp needed to heal 1 point of Damage
Good     10 Gp
Neutral     15 Gp
Evil     20 Gp

He may also cure diseases both natural and magical at a cost of 20 per natural and 30 for Magical.
He can create a circle of protection around him for 10 Gp. This protects all within a 3 yard radius from evil/hostile intent as long as they remain neutral themselves, this lasts for 1d10 rounds
He can create a circle of holy power 10 ft around him for every 5 points spent. All undead suffer 2 points of damage for every point spent. Anyone of an evil alignment suffers 1 point of damage for every 5 points spent and those of good or neutral alignments suffer no damage at all.

Being a pure hearted warrior of good a paladin naturally can detect the presence of evil intent/influence within 30 yards of himself. This does not allow him to know who or what is influenced or has the intent he just knows somewhere nearby there is evil a foot.

By touching a target the paladin can sense the general alignment of the target touched by concentrating slightly.

 

 

Berserkers

Requirements: Strength 12, Stamina 12, Will 13

Berserkers or as some refer to them rage warriors, may very well be the most feared type of fighter of all. These fighters have the capability of tapping into deep resoviours of anger and hatred and channeling the energy into powerful fighting capabilities, being feared in battle because of their ability to shrug off wounds that would be fatal to others, and transform into machines of destruction in a moments notice.

Every time a beserker takes 5 points of damage he adds 1 point to his berserk pool. When this pool reaches 3 a berserker must roll his will to keep from berserking, for every point over 3 a -1 penalty is implied to this roll. The higher the berserk pool the more powerful his berserk becomes the list is as follows:

1. Stamina is Increased by 1d10 divided by 2
2. Swiftness is Increased by 1d10 divided by 2
3. Strength is Increased by 1d10 divided by 2

These attributes may go beyond Racial limits.
4. 1 Point of Health is Added per each point in the Rage pool.
5. Strength is Increased by 1d10
6. Stamina is Increased by 1d10
7. Swiftness is Increased by 1d10
8. Berserker gains swiftness divided by 6 attacks each round.
9. Berserker Must take Double his Hp in order to die.
10 All Combat Values are Doubled including Damage!

*Notes On berserking*-- When in a berserked mode the character will attack the nearest target (yes including allies) unless a successfull willpower check minus his value in the rage pool is made. All the changes in the attributes are in effect as long as he is berserked at that level. Berserkers berserk for the number of rounds equal to the number of points in their rage pool. Each round that passes reduces there rage pool by 1 point thus they loose the ability of that level as they lower down. Health levels gained take the damage first and when they are lost to the rage pool's diminishing power the damage they had taken does not reflect to the normal health of the character unless they were totally hacked away at to the point where normal damage would occur.