The QuestFRP Player's Handbook

FIGHTER SKILLS

GENERAL FIGHTER SKILLS

[Display Tree]


[6.3.1]

DoM 1) Initiative I
Base Cost: 100Learning Rate: + (Dexterity * 3) + (Agility) + (Constitution)
Long Description: The Character gains -5 Assessment Roll for the purposes of determining initiative in melee.
Short Description: -5 Assessment Roll
Prerequisites: HANDHELD WEAPON CR I [Display prerequisites graphically]

[6.3.2]

DoM 1) Quick Draw
Base Cost: 100Learning Rate: + (Dexterity * 3) + (Agility) + (Constitution)
Long Description: The Fencer has learned the art of quick drawing, and may attempt to strike or parry from a sheathed position with a bonus of +2 CR or PR. This skill works by surprising an opponent and thus it will work only once per combat.
Short Description: +2 CR or PR from sheathed position
Prerequisites: Initiative II [Display prerequisites graphically]

[6.3.3]

DoM 2) Parry Missile Weapons I
Base Cost: 200Learning Rate: + (Dexterity * 3) + (Will * 2)
Long Description: The Character may parry any missile weapon using any handheld weapon at -2 PR
Short Description: Parry any missile weapon at -2 PR
Prerequisites: Parry Thrown Weapons I [Display prerequisites graphically]

[6.3.4]

DoM 2) Parry Thrown Weapons I
Base Cost: 200Learning Rate: + (Dexterity * 3) + (Will * 2)
Long Description: The Character may parry any thrown weapon using any handheld weapon at -3 PR
Short Description: Parry any thrown weapon at -3 PR
Prerequisites: HANDHELD WEAPON PR IV [Display prerequisites graphically]

[6.3.5]

DoM 2) Side step
Base Cost: 200Learning Rate: + (Strength) + (Dexterity) + (Agility * 2) + (Will)
Long Description: The Character may skirt advancing opponents, adding +1 CR when attacking from the side.
Short Description: +1 CR when attacking from the side.
Prerequisites: HANDHELD WEAPON DR II [Display prerequisites graphically]

[6.3.6]

DoM 2) Stop Thrust
Base Cost: 200Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: When using any handheld weapon with a point on an advancing opponent, the Character may add an additional damage die to their damage roll.
Short Description: Add an additional damage die against advancing opponent
Prerequisites: HANDHELD WEAPON DR II [Display prerequisites graphically]

[6.3.7]

DoM 3) Armor Expertise
Base Cost: 300Learning Rate: + (Dexterity * 2) + (Intellect * 3)
Long Description: The Character becomes adept at striking the more vulnerable sections of armor and subtracts 2 from his or her opponent's armor protection values. This ability will only function against physical armor with which the fighter is familiar and does not function against armor protection given by a Spell.
Short Description: -2 from opponent's armor

[6.3.8]

DoM 3) Armor Familiarity
Base Cost: 300Learning Rate: + (Strength * 2) + (Agility) + (Constitution)
Long Description: The Character has become so accustomed to wearing armor that he or she may ignore 1 point of DR penalty from the wearing of armor.
Short Description: -1 armor DR penalty

[6.3.9]

DoM 3) Initiative II
Base Cost: 300Learning Rate: + (Dexterity * 3) + (Agility) + (Constitution)
Long Description: The Character gains -10 Assessment Roll for the purposes of determining initiative in melee.
Short Description: -10 Assessment Roll
Prerequisites: HANDHELD WEAPON CR III, Initiative I [Display prerequisites graphically]

[6.3.10]

DoM 3) Sweep Attack
Base Cost: 300Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Constitution)
Long Description: The Character may attempt a sweep attack in the following manner: An attack is rolled on the opponent's weapon, treating the weapon's DR bonus due to the opponent's DoM with it as its DR. If this attack is successful - hitting higher than a half-weapon arm hit, the Character may attack the opponent, ignoring their weapon DR. The opponent may still attempt to parry the attack at -2 PR.
Short Description: Attack weapon; if successful ignore weapon DR
Prerequisites: HANDHELD WEAPON CR III [Display prerequisites graphically]

[6.3.11]

DoM 4) Blind Fighting I
Base Cost: 400Learning Rate: + (Dexterity) + (Agility) + (Intellect) + (Will * 2)
Long Description: The Character may fight in total darkness with a -2 penalty to CR,DR,PR.
Short Description: Fight in darkness at -2 CR,DR,PR.
Prerequisites: HANDHELD WEAPON CR IV, Situational Awareness [Display prerequisites graphically]

[6.3.12]

DoM 4) Parry Missile Weapons II
Base Cost: 400Learning Rate: + (Dexterity * 3) + (Will * 2)
Long Description: The Character may parry any missile weapon using any handheld weapon with no penalty
Short Description: Parry any missile weapon - no penalty
Prerequisites: Parry Missile Weapons I, Parry Thrown Weapons II [Display prerequisites graphically]

[6.3.13]

DoM 4) Parry Thrown Weapons II
Base Cost: 400Learning Rate: + (Dexterity * 3) + (Will * 2)
Long Description: The Character may parry any thrown weapon using any handheld weapon at -2 PR
Short Description: Parry any thrown weapon at -2 PR
Prerequisites: HANDHELD WEAPON PR VI, Parry Thrown Weapons I [Display prerequisites graphically]

[6.3.14]

DoM 4) Parry-Riposte
Base Cost: 400Learning Rate: + (Dexterity * 3) + (Agility) + (Will)
Long Description: On a successful parry, the Character receives a free attack against the attacking opponent.
Short Description: Free attack with parry
Prerequisites: HANDHELD WEAPON PR VI [Display prerequisites graphically]

[6.3.15]

DoM 4) Quick Throw
Base Cost: 400Learning Rate: + (Dexterity * 2) + (Agility * 2) + (Constitution)
Long Description: The Character must have +6 CR in Throws before taking this skill. This skill allows the Character to perform 'quick throws', which allows the fighter to attempt two throws per Blow and do no physical damage. A quick throw has the normal chances of knocking an opponent over.
Short Description: Two quick throws per Blow
Prerequisites: HANDHELD WEAPON CR VI [Display prerequisites graphically]

[6.3.16]

DoM 4) Special Attack/Trick Shot
Base Cost: 400Learning Rate: + (Dexterity) + (Agility) + (Constitution) + (Intellect) + (Will)
Long Description: This skill encompasses special maneuvers and attacks, like firing two arrows at a time, flipping weapons from hand-to-hand, or throwing a longsword. The Player and GM should work out appropriate prerequisites and special attack bonuses. This skill may be taken multiple times.
Short Description: Special maneuvers and attacks

[6.3.17]

DoM 5) Blind Fighting II
Base Cost: 500Learning Rate: + (Dexterity) + (Agility) + (Intellect) + (Will * 2)
Long Description: The Character may fight in total darkness with a -1 penalty to CR,DR,PR.
Short Description: Fight in darkness at -1 CR,DR,PR.
Prerequisites: Blind Fighting I [Display prerequisites graphically]

[6.3.18]

DoM 5) Initiative III
Base Cost: 500Learning Rate: + (Dexterity * 3) + (Agility) + (Constitution)
Long Description: The Character gains -15 Assessment Roll for the purposes of determining initiative in melee.
Short Description: -15 Assessment Roll
Prerequisites: HANDHELD WEAPON CR V, Initiative II [Display prerequisites graphically]

[6.3.19]

DoM 5) Instinct
Base Cost: 500Learning Rate: + (Dexterity) + (Agility * 3) + (Will)
Long Description: By rolling with Blows taken in melee combat, the Character will take two less points of damage from melee attacks.
Short Description: -2 damage from melee attacks.
Prerequisites: HANDHELD WEAPON DR IV, Situational Awareness [Display prerequisites graphically]

[6.3.20]

DoM 5) Precision I
Base Cost: 500Learning Rate: + (Dexterity * 2) + (Agility) + (Intellect * 2)
Long Description: The Character gains has enough finesse in combat situations to become more precise in the amount of damage she does. Every attack the character may choose one die of damage to reroll. The new roll counts as the final roll to be included in the total whether it shifted the damage in the intended direction or not.
Short Description: reroll 1 damage die
Prerequisites: HANDHELD WEAPON CR VII, Situational Awareness, Armor Expertise [Display prerequisites graphically]

[6.3.21]

DoM 5) Situational Awareness
Base Cost: 500Learning Rate: + (Dexterity) + (Intellect * 3) + (Will)
Long Description: The Character's mental discipline is such that his or her senses are heightened to the pinnacle of human norms. The Character becomes very difficult to surprise, and may attack and defend against all opponents as if they were directly in front of him or her.
Short Description: Senses pinnacle of human norms.

[6.3.22]

DoM 6) Blind Fighting III
Base Cost: 600Learning Rate: + (Dexterity) + (Agility) + (Intellect) + (Will * 2)
Long Description: The Character may fight in total darkness without penalty.
Short Description: Fight in darkness - no penalty.
Prerequisites: Blind Fighting II [Display prerequisites graphically]

[6.3.23]

DoM 6) Disarm
Base Cost: 600Learning Rate: + (Strength) + (Dexterity * 3) + (Intellect)
Long Description: The Character may strike to disarm his or her opponent, if that opponent is attacking with a weapon. A blow is attempted at -2 CR, and if the attack roll scores a torso hit or higher on the Melee-Missile chart, the disarm is successful. The weapon will be removed from the opponent's hand(s) and generally land one to two meters away.
Short Description: Strike to disarm at -2 CR
Prerequisites: HANDHELD WEAPON CR VI [Display prerequisites graphically]

[6.3.24]

DoM 6) Limited Hit Selection
Base Cost: 600Learning Rate: + (Dexterity * 2) + (Agility) + (Intellect) + (Will)
Long Description: The Character may choose the target just below that which he or she actually rolled on the Melee-Missile chart. For example, if what the Character rolled indicated that the opponent was hit in the groin, the fighter could choose to hit the opponent in the right leg or in the groin.
Short Description: Choose one lower target on Melee-Missile chart
Prerequisites: HANDHELD WEAPON CR VI [Display prerequisites graphically]

[6.3.25]

DoM 6) Parry Missile Weapons III
Base Cost: 600Learning Rate: + (Dexterity * 3) + (Will * 2)
Long Description: The Character may parry any missile weapon using any handheld weapon at +2 PR
Short Description: Parry any missile weapon at +2 PR
Prerequisites: Parry Missile Weapons II, Parry Thrown Weapons III [Display prerequisites graphically]

[6.3.26]

DoM 6) Parry Thrown Weapons III
Base Cost: 600Learning Rate: + (Dexterity * 3) + (Will * 2)
Long Description: The Character may parry any thrown weapon using any handheld weapon at -1 PR
Short Description: Parry any thrown weapon at -1 PR
Prerequisites: HANDHELD WEAPON PR VIII, Parry Thrown Weapons II [Display prerequisites graphically]

[6.3.27]

DoM 6) Split Parries
Base Cost: 600Learning Rate: + (Dexterity * 3) + (Agility) + (Constitution)
Long Description: When using light handheld weapons (two damage dice), the Character may split Parries, parrying two attacks with a single Blow.
Short Description: Double parries with light handheld weapons (two damage dice)
Prerequisites: HANDHELD WEAPON PR V [Display prerequisites graphically]

[6.3.28]

DoM 6) Weapons Master
Base Cost: 600Learning Rate: + (Strength) + (Dexterity) + (Agility) + (Constitution) + (Intellect)
Long Description: This skill represents the familiarity gained with the weapons after long years of training. The Character effectively has DoM 2 CR,DR, and PR with any handheld weapon of his or her culture.
Short Description: DoM 2 CR,DR, and PR with any handheld weapon
Prerequisites: HANDHELD WEAPON CR VI, HANDHELD WEAPON DR VI, HANDHELD WEAPON PR VI [Display prerequisites graphically]

[6.3.29]

DoM 8) Hit Selection
Base Cost: 800Learning Rate: + (Dexterity * 2) + (Agility) + (Intellect) + (Will)
Long Description: The Character may choose any target below that which he or she actually rolled on the Melee-Missile chart. For example, if what the Character rolled indicated that the opponent was hit in the groin, the fighter could choose to hit the opponent in either arm for full or half damage, in either leg or in the groin.
Short Description: Choose lower target on Melee-Missile Chart
Prerequisites: HANDHELD WEAPON CR VIII, Limited Hit Selection [Display prerequisites graphically]

[6.3.30]

DoM 10) Pressure Points
Base Cost: 1000Learning Rate: + (Dexterity) + (Constitution) + (Intellect * 2) + (Will)
Long Description: The Character has learned the location of the various nerve pressure points throughout the body of his or her native species. On a successful limb strike the Character has a 25% chance of incapacitating the limb, rendering it useless for 1 to 10 minutes. On a successful head or torso hit, the Character has a 25% chance of stunning the opponent. The Character may choose not to inflict normal damage with the attacking blow, concentrating only on the pressure point hit, increasing their chances for success by an additional 15%.
Short Description: 25% chance of incapacitating the limb; stun on torso/head
Prerequisites: HANDHELD WEAPON CR IX [Display prerequisites graphically]

[6.3.31]


General Fighter Tree
General Fighter Tree: displays prerequisite relationships.