Fighters The cunning strategist, the crude barbarian, the mercenary, the grizzled veteran, or the armored knight are some examples of ways to play a fighter. In most cases having another fighter along is never a bad thing. They tend to be prepared for the worst and are best at taking & doling out punishment over the long term. Many new players do well with fighters since it doesn't take much rules knowledge to swing a sword. What they lack in tricks, calls, and unique abilities, the fighter more than makes up for in the simple ability of weapon use. Given time, practice, and training many experienced players find themselves utterly wrecking on the battlefield. While a mage has the strongest abilities and a rogue is great at sneaky things fighters are usually the ones who carry the day in the end.
Weapons Master: You can use all weapons and shields except bows. This takes 2 ability picks instead of 1.
Armor Training: You can wear any kind of armor. Non-Fighters with this skill can’t wear heavy armor.
Exotic Weaponry: You can bring and use weaponry that doesn't obey our weapon making guidelines, so long as the Safety Crew Head approves it. Nobody else can use those weapons.
Basic Training: You can use two of the following: One-Handed Weapons, One and One-Half Handed Weapons, Two-Handed Weapons, Throwing Weapons, Shields, Tower Shields (requires shields), Dual-Wielding. Descriptions for all these can be found in the Kit section.
Battle Plan: Your leadership helps your friends and allies survive rough situations. Each encounter you can order 1 person to do a specific thing (guard him, kill ted, etc. not “fight them”). While they're doing it, they can call armor twice more. The order must include the phrase “battle plan”. Ie:“Here's the battle plan, you take the big one; I run away.”
Experience: You've been many places and done many things-- sometimes your experience has been valuable. You get a second Background. You may gain a third background at an event by writing a page-long story and presenting it to the event thrower for approval. You can only take this ability once, and you can't pick the same background multiple times.
Grit: You're harder to kill than most. Your head and torso count as having one point of natural armor. It's like normal armor except it is repaired via healing. Can take only once.
Strength: You're stronger than most. You can drag two corpses at once, or run with one. You can also catch, carry, and throw boulders. Boulders are beanbag chairs that count as siege weapons, as described in guilds.
Shatter: When using a hammer or mace; three times per day you can call “Shatter!” when you swing your weapon. If you connect with a weapon or shield, both your weapon and the other object break. You can't fight with or block with “broken” weapons or shields.
Knockdown: Twice per day you can call “Knockdown!” when you swing your weapon. If you connect with your opponent, their weapon, or their shield they must take a knee for a silent 5 second count, beginning when their knee touches the ground. This trumps Slippery Bastard.
Disarm: Once per day you can call “Disarm!” when you swing your weapon. If you strike someone's weapon or shield they have to drop it. They can't pick it back up until it has come to rest on the ground. This doesn't work against natural weapons of other weaponry that is strapped on or can't be dropped.
Smithing: You can fix a weapon, shield, or armor by hitting every inch of it with a hammer OR counting silently to 30. Stay stationary while doing this, don't do it to people in combat.
First Aid: Gain 4 bandages (long strips of muslin work well). You can tie one around a limb to temporarily heal that limb. If a bandage is removed, the healing it provided is undone.
Field Surgeon: requires first aid, and a kit with appropriate props. You can bring someone back to life on a 90 count of stitching them up with needle and thread & applying healing herbs, powders, leeches, tonics, or what-have-you.
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