Fighter

Generally speaking, you can divide fighters into two broad groups: heavy fighters and light fighters. A heavy fighter relies on great strength, large weapons, and heavy armour for his tactical advantage. He hits hard, and he can absorb hard blows in return. He prefers melee combat to ranged fighting, but can wield a bow or crossbow accurately if need be. If he rides a horse into battle, it must be a large, strong one to carry him, his armour, and his weapons for long periods of time.

Compared to a heavy fighter, a light fighter relies less on main strength than on agility, nimbleness, and accuracy. He’s stronger than a normal person, of course; countless hours of weapons practice and other athletic activities give him that. But he can’t lift as much as the heavy fighter, nor can he wield such heavy weapons or strike such heavy blows. Instead, the light fighter relies on “skill” (though that’s not to say heavy fighters aren’t skilled). He does damage by striking with precision – the right part of the target at just the right time. In HERO System terms, this means he tends to have a high DEX and SPD, coupled with Combat Skill Levels, Martial Arts with his favoured weapon (typically a rapier or other light sword), and perhaps some unusual abilities like Two-Weapon Fighting or Crippling Blow.

Heavy Fighter Package Deal

Cost Ability
8 + 8 STR
9 + 3 DEX
10 + 5 CON
18 Combat and/or Penalty Skill Levels (18 points’ worth)
4 KSs (4 points’ worth pertaining to fighting and military matters)
4 WF: Common Melee Weapons, WF: Common Missile Weapons
6 6 points’ worth of Skills from the following list: Analyze, Armoursmith, Climbing, Combat Skill Levels, Healing, Penalty Skill Levels, Riding, Stealth, Tactics, Tracking, Trading, Weapon Familiarity, Weaponsmith, any Background Skill

Total Cost Of Package: 61
Options

Cost Option
+ 4 Weapontype Master: 1d6 Deadly Blow (Specific Weapon Type) – for example: “Sword Master” – with 1d6 Deadly Blow with Swords only
+ 6 ’Tis A Mere Fleshwound!: Combat Luck (3 PD/3 ED)
- 15 Psychological Limitation: Loves To Fight (Common, Strong)

or

Light Fighter Package Deal

Cost Ability
3 + 3 STR
21 + 7 DEX
10 + 5 CON
18 Combat and/or Penalty Skill Levels (18 points’ worth)
4 KSs (4 points’ worth pertaining to fighting and military matters)
10 Armed Martial Arts (10 points’ worth)
4 WF: Common Melee Weapons, WF: Common Missile Weapons
12 12 points’ worth of Skills from the following list: Acrobatics, Analyze, Breakfall, Climbing, Combat Skill Levels, Defense Maneuver, Fast Draw, Healing, Martial Arts, Oratory, Penalty Skill Levels, Persuasion, Rapid Attack, Riding, Stealth, Tactics, Tracking, Trading, Two-Weapon Fighting, Weapon Familiarity, Weaponsmith, any Background Skill

Total Cost Of Package: 82

Options

Cost Option
+ 10 Swashbuckler’s Luck: Luck 2d6
+ 6 Ha-Ha! A Mere Scratch!: Combat Luck (3 PD/3 ED)
- 15 Psychological Limitation: Loves To Fight (Common, Strong)

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Fighter

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