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Fighter Powers

by Jonathan Nolan

Hi, here are some rules under works, an alternative system for fighter powers, similar in some ways to bits of the higher level D&D rules from Companion and Master.

There are hundreds more fighter powers to add, schools and styles to assign, etc. once it's done I will put the free release version on the website as a companion to the Mystara Grimoire. The latest version of that is now on there - including the up-to-today spell additions. The fighter powers are termed "metafighting" as analogous to metamagic. I have rules for all sorts of "meta-" disciplines, had a big fad on them years ago, then lost interest, published em, moved on... :)

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FIGHTER POWERS - THE METAWARRIOR CONSTRUCTION SET

An alternative system for Warrior's attributes in combat

Each warrior has exactly the number of these abilities as given in the accompanying Chart One. Thus at Level 1 the warrior can mentally and physically practice and prepare to use one of these special abilities each day. Warriors using this system should be required to earn 30% more XP than normal warriors to reflect the advantage this system confers and the added difficulty of mastering so much training in each level. The powers of the various fighter techniques are closely parallel to similar level sorcerer, shaman, battle magician, wizard and priest magics.

Typical users of such a system as this in various worlds would include:

Medieval Orient - yamabushi, ninja, samurai, kensai, koruken, gekkenso
Medieval Europe - knights, wakes, barbarians
Fantasy - fighting monks and clerical characters, heroes and villains

Just as most worlds have schools or colleges of magic, so too is fighting classed into styles and schools. Each power has added after it its school or style in parentheses. (CAPITALISED) names are of Schools, (Sentence) case names are of styles taken from Earth so that the game master or moderator can apply the various powers much as they would do for spells - restricting access to those techniques learned from the warrior's school or found in manuals and scrolls relating to the fighting arts.

Learning new abilities is determined as in Chart Two.

CHART ONE: LEVEL PROGRESSION FOR FIGHTER POWERS


Level of Warrior Number of Powers useable per day by level
1 2 3 4 5 6 7 8 9
1 1 - - - - - - - -
2 2 - - - - - - - -
3 2 1 - - - - - - -
4 3 2 - - - - - - -
5 3 2 1 - - - - - -
6 3 3 - - - - - - -
7 3 3 1 - - - - - -
8 3 3 2 - - - - - -
9 3 3 2 1 - - - - -
10 3 3 3 1 - - - - -
11 3 3 3 2 - - - - -
12 3 3 3 3 - - - - -
13 3 3 3 3 1 - - - -
14 3 3 3 3 2 - - - -
15 3 3 3 3 3 - - - -
16 3 3 3 3 3 1 - - -
17 3 3 3 3 3 2 - - -
18 3 3 3 3 3 3 - - -
19 3 3 3 3 3 3 1 - -
20 3 3 3 3 3 3 2 - -

LEVEL ONE
Unerring Strike (ANY, Any)
Duello Movement (FENCING, European)
Confusing Dance (ANY, Any)
Simple Slicing (ANY, Any)
Ground Fighting (KARATE DO, Oriental)
Unaimed Blow (ANY, Any)
Dexterous Climbing (HASHISHIM, "Arabia")
Precision Attack (JOUSTING, European)
Leaping (ANY, Any)
Sticking Hands (KUNG FU, Oriental)
Eagle Claws (KUNG FU, Oriental)
Shattering Fist (ANY, Any)

LEVEL TWO
Haymaker
Twinkletoes
Water Spirit Stance
Monkey Form Stance
Whip Hand
Bewildering Dance
Monkey Grip
Heroic Leaping

LEVEL THREE
Shooting Star Fist
Crescent Combination Leaping Kick
Dodge
Haymaker II
Parrying Gesture
Blade Dance
Superheroic Leaping

LEVEL FOUR
Haymaker III
Stunning Shout
Mantis Gesture
Warrior Charisma
Safe Seat
Ultraheroic Leaping

LEVEL FIVE
Immovable Stance
Double Gesture
Guard Stance
Leadership Aura
Dark Ocean Grip

LEVEL SIX
Spell Dodge
Missile Deflection

LEVEL SEVEN
Missile Immunity

LEVEL EIGHT
Elemental Immunity - Fire
Elemental Immunity - Air
Elemental Immunity - Earth
Elemental Immunity - Water

LEVEL NINE
Deathstrike
Healing Hand
Tenfold Bending Branch Pattern
Dolorous Blow

LEVEL TEN - LEGENDARY POWERS
Unkillable
Unstoppable
Untouchable
Ultimate Acrobatics
Ultimate Parrying