Spectacle Fighter
Starting HP: 1/3 Con
Fighting Spirit: You get +3 FS per level
Atk Modifier: +1 per Spectacle Fighter level
Starting Equipment: Light Armor, Sword or Balanced Weapon (1d6+Atk) of choice, Bow and Arrow (1d6+Atk) or Quick Weapon (1d6), bedroll, war trophy
1: Stunt Fighting, Victory Points, Notches
2: Multi-Tasker, Hidden Cache
3: Tempting Fate, Enemy Counters
4: Treasure Trove, Defensive Work
5: Combo Platter
6: Daredevil
7: Overflowing Hoard, By the skin of your Teeth
8: Guaranteed Credit
9: Ever-Victorious
1:
Stunt Fighting: When attacking an enemy, instead of just making an ordinary Attack, you can choose to try and perform a Stunt instead. Stunts allow you to do something besides just doing damage, such as gaining Advantage on your attack, doing bonus damage, disarming an opponent, tripping an opponent, grappling an opponent or even instantly killing an opponent; but they require more than a normal Attack Roll. When you choose to do a Stunt, decide what you want to happen and the Referee will increase the difficulty of the Attack roll by an appropriate amount. If you succeed on your Stunt, the effect you tried for happens along with any damage an ordinary attack would do, unless you wished to not deal any damage. If it fails, you do no damage and your Stunt fails, potentially leaving you in a bad situation.
Stunt Fighting Guidelines:
Difficulty of Stunt --> Suggested Increase of DC
Easy to Perform ---> +1 to Opponent's Defense Roll
Moderately Difficult to Perform --> +2 to +3 to Opponent's Defense Roll
Hard to Perform --> +4 to Opponent's Defense Roll
Example:
John Silverfist wants to jump off the balcony to crash into the assassin targeting the King in the ballroom. He wants to do bonus damage from landing on top of the Assassin. This is Moderately Difficult, so the Referee increases the Assassin's Defense roll by +2. Silverfist rolls his Attack Roll and the Assassin rolls his Defense roll. If Silverfist wins, he does normal damage, plus bonus damage from landing on the Assassin. If the Assassin wins, then Silverfist not only fails to damage him, but potentially takes damage from jumping off the balcony.
Victory Points: Every time you defeat an enemy, you get a Victory Point (VP). Each time you make an Attack or Defense roll, you may add Victory Points to your d20 roll to increase it. Each VP increases a d20 roll by +1 per VP spent. All Victory Points are expended once used. At the end of an encounter, any unused Victory Points are automatically expended.
Notches: Whenever a Fighting Man gets 10, 20, 30 or 50 kills or wins as many victories with a particular weapon or fighting style, he gains a Notch in that weapon or style. For each Notch the Fighter has, he can learn the Novice-level Secret Technique for that weapon or style. As the fighter gains more kills with a particular weapon or style, he can learn the higher level Techniques. However, he must know the lower level Technique before moving upward. He cannot learn the Expert level Technique without knowing the Journeyman and Novice-level Techniques.
Secret Techniques can be used as an action. Sometimes they are an addition to an existing attack roll, other times they are separate actions. It depends on the technique.
2:
Multi-Tasker: When you attempt to use Stunt Fighting, you may attempt to add multiple effects to the same Stunt if you wish to. The Referee should increase the enemy's Defense roll an appropriate amount for each effect added to the Stunt.
Hidden Cache: When an encounter ends, if you still have Victory Points remaining, you may retain up to X, where X is either your STR or CHA modifier, whichever is higher.
Fleeing Ovation: When you successfully complete a Stunt, you can force your enemies to save. On a failed save, these enemies become Frightened of you and take 1d6 Morale damage a round they face you. If reduced to 0 Morale, those creatures must flee from your presence.
3:
Tempting Fate: On your turn, as a free action, you can "borrow" a number of Victory Points. These VP function as normal, but when you utilize this ability, your enemies receive a number of Enemy Counters equal to the number of VP you borrowed.
Enemy Counters: Enemy Counters (EC) work like VP, but for the enemies. If an enemy wishes to increase his Attack or Defense roll, he can spend EC to increase it by +1 per EC. However, enemies may only use Enemy Counters when Attacking or Defending against you, the creature who accrued those Enemy Counters. EC last only until the end of the encounter or all enemies are defeated.
4:
Treasure Trove: You double the amount of Victory Points you can store.
Defensive Work: When you are attacked, you may choose to utilize your 'Stunt Fighting' ability and apply it to your Defense Rolls. Describe the effect you wish to occur and attempt the Stunt. The Referee will increase the opponent's Attack Roll an appropriate amount. If you succeed on your Defense roll, then you take no damage and the effect you wished to occur does. If you fail on your Defense Roll, you take damage and suffer any negative effects that might have resulted from your failed Stunt.
5:
Combo Platter: When you use your 'Stunt Fighting' ability, you can get your fellow party members to assist you. For each party member that assists you, the Referee will give you a bonus to your Attack Roll based on how beneficial their help was. If their help was minor: +1; if it was major +2-3; if it was absolutely essential, +4. These party members may be required to make appropriate d20 rolls as determined by the Referee Discretion. However, if a party members assists you, if the enemies have access to any Enemy Counters, they may utilize those DC against any party member or creature that helped you perform a Stunt.
6:
Daredevil: When you attempt a Stunt and fail, 1/Day, you can ignore any extra negative effects of failing the Stunt, not counting damage an enemy might have done to you. Somehow you miraculously escape without suffering any other damage or loss.
7:
Overflowing Hoard: Triple the amount of Victory Points you can hold.
By the skin of your Teeth: When you take damage, you may spend VP to reduce the damage. For each VP spent, reduce the damage taken by 1.
8:
Guaranteed Credit: If you are in combat and the enemy has any number of Enemy Counters, if your Victory Points equal less than their number of EC, you gain the difference in VP at the start of your turn.
9:
Ever-Victorious: When rolling on the Death and Dismemberment table, you may spend Victory Points to reduce your roll. For each 2 Victory Points spent, you may reduce the roll on the table by 1 result.
For example, if you rolled an "8" on the Death and Dismemberment table and you had 4 VP, you could spend all of them to reduce that result to "6".
Example:
John Silverfist wants to jump off the balcony to crash into the assassin targeting the King in the ballroom. He wants to do bonus damage from landing on top of the Assassin. But then John screws up, so he ordinarily would take damage from jumping off the balcony. But by using 'Daredevil', he simply fails the Stunt, but takes no damage as he crashes into a table loaded with pastries, which breaks his fall. He does ruin dessert, however.