Post by Raithe Nightwalker on Nov 5, 2014 5:50:38 GMT
This is a list of Qualities as they exist in this game. Some are slightly different from their counterpart in the Green Ronin book and that is because I've tweaked them for balance and simplicity; as a rule, if you read it here but it's different in the book, you should assume it is played the way it's written here.
I've separated out on top the Drawback qualities that you must choose from in Character Creation, and I've separated out the [Weapon] Fighting I, II, and III Qualities to keep those in one place as they've got notes about the effects attached to the benefit. There ARE attribute prerequisites for many of these Benefits, which are in parentheses. Bear in mind that it is up to the admins when and how to implement your Nemesis or Draw attributes. We will do our best to make them unpleasant.
Drawback Qualities:
Born a Slave: -1d on all Persuasion tests against Opponents with higher Status
Bound to the Bottle: Before making any roll test Will to remain sober; -2 to all test results if test is failed, if with other drinkers take -2d to all tests instead
Childhood Disease: -2 to Health
Craven: -1d on all tests when in Combat or Intrigue; Test Will each round to overcome fear and gain +1b on all tests if successful
Crippled: Reroll 6s on all Athletics and Agility tests
Cruel Insanity: –2d on all Awareness involving inspecting another person; -1d on all Convince, Charm, and Seduction Tests
Debt: [Name Creditor]
Disturbing Habit: +1d on tests involving Intimidate; -1d on all Persuasion tests not involving Intimidate
Dwarf: -1d on all tests of Charm and Seduce
Eunuch: -1d on all Persuasion tests; Opponents may not use Seduce
Flawed: [List Attribute]; –1d on all tests involving this ability (May only take once)
Forgetful: Reroll 6s on all Cunning tests
Furious: All intrigues must begin with Intimidate test; -2d on all tests involving Seduce
Haughty: -1d on all Persuasion tests on those of lower Status
Haunted: -1d on all Awareness tests; In the first round of Combat add Memory bonus dice to the Fighting test result
Honor-Bound: Reroll 6s on all Deception tests
Ignoble: -1d on all Persuasion and Status tests
Impaired Sense: [List Sense]; Automatically fail any Awareness test that relies on this sense
Inept: Reroll 6s on all Agility tests
Insensitive: -1d on all Healing tests
Lascivious: All intrigues must begin with Seduce; -2d on all tests involving Charm
Maimed: [List Limb]; -1d on all Athletics and Agility tests if Leg; -2d on all tests requiring two-hands if Arm, cannot use two-handed Weapons
Marked: Reroll 6s on all Persuasion tests
Mute: -2d on all Persuasion and Deception tests; Opponents cannot ascertain Disposition
Naïve: Reroll 6s in all Deception tests; Opponents in Intrigues may add Cunning rank to all Deception test results
Nemesis: [Name Character]
Outcast: -2d on all Status test; -2 to Intrigue Defense
Poor Health: -1d on all Endurance tests
Reviled: -1d on all Status and Persuasion tests
Supreme Arrogance: Subtract Status rank from all Awareness test results
Threatening: All intrigues must begin with Intimidate test; -2d on all tests involving Charm and Seduce
Benefit Qualities:
Accurate: +1d Against Opponents with Cover (Marksmanship 4)
Acrobatic Defense: Add Acrobatics bonus dice to Combat Defense (Agility 4-Acrobatics 1-DOES NOT WORK WITH ANY ARMOR OR WEAPONS WITH BULK)
Animal Cohort: [List Animal]; +1d on all Fighting tests when Animal is present (Animal Handling 3-Train 1)
Attractive: Reroll 1s equal to half of Persuasion rank in Persuasion tests
Armor Mastery: +1 to Armor Rating; -1 to Armor Penalty^
--Improved Armor Mastery: +2 to Armor Rating; -2 to Armor Penalty^ (Armor Mastery)
Berserker: Gain a free attack when an Injury or Wound is taken at -1D with no bonus dice; fight past Endurance rank in Wounds
Charismatic: +2 to all [List 1 Persuasion Specialty] test results (Persuasion 3)
Courteous: Add half of Persuasion rank to all Deception test results (Persuasion 3)
Danger Sense: Reroll 1s on Agility tests when determining Initiative and oppenents do not get the customary +1d on Fighting and Marksmanship tests during a surprise attack (Awareness 4)
Deadly Shot: Bows gain the Vicious quality and the Piercing I quality (Marksmanship 5)
Double Shot: You can fire two arrows at once at -1D to both tests. You may fire them at the same target or two adjacent targets (Marksmanship 6-Bows 1)
Dexterous: Reroll 1s on all Agility tests
Dutiful: Opponents take -1d on all Convince, Intimidate, and Seduce tests (Will 4)
Eidetic Memory: Memory bonus dice become test dice on all Cunning tests (Cunning 2-Memory 1)
Evaluation: Test Cunning to learn about object (Knowledge 3)
Expertise: Choose one specialty. Whenever you test the ability to perform an action related to that specialty, you gain +1D.
Famous: Bonus dice become test dice in all Persuasion tests; Subtract Status rank from all Stealth test results* (Come up with a damn good reason)
Fast: +3 to all Quickness test results
Furtive: Reroll 1s equal to Agility rank on Stealth tests; Add Agility rank to the result of all Stealth tests (Stealth 4-Sneak 1)
Great Hunter: Add Survival rank to Fighting and Marksmanship tests made against animals; Hunt bonus dice become test dice on all Survival tests (Survival 3, 1b Hunt)
Hardy: Ignore the Injury or Wound penalty when testing Endurance to remove injuries (Endurance 3-Stamina 1)
Head for Numbers: Add Cunning rank to Status test result on Company Fortune Rolls and Reroll 1s.
Heirloom: Acquire a Valyrian Steel Bladed Weapon or Dragonbone Bow. Gain +1 Base Damage and +2 to Fighting/Marksmanship rolls with the weapon.***
Inspiring: Reroll any Warfare test and take the better result in each round of a Skirmish or Battle (Warfare 4)
Keen Senses: Reroll 1s on all Awareness tests; Add Cunning rank to passive Awareness result (Awareness 4)
Leader of Men: Reorganize one disorganized unit or rally one routed unit in each round of a Skirmish or Battle (Warfare 4-1 Command)
Massive: Unaffected by the penalties from Unwieldy; Use two-handed weapons with one hand (Endurance 5)
Mummer: You can perform in front of audiences. When doing so, take a persuasion test with a difficulty determined by the mood of the crowd. If you succeed, gain +1D on a single intrigue against a person or group that heard the performance. A single test represents an evening's performance. (Persuasion 3)
Night Eyes: See in darkness. +3 to Fighting, Marksmanship, Stealth, and Awareness Tests in Low Light Environments.
Physician: Add Will rank to all Healing test results; The Difficulty levels for all Diagnose Injury tests are decreased by one
Respected: Your opponent takes -1D when trying to Incite, Intimidate, or Taunt you
Seductive: Bonus dice count as test dice in all Seduce tests
Sinister: During the first round of combat or intrigue, your opponent takes -1D when trying to attack or influence you
Shield Mastery: +1 to shield's Defensive bonus^ (Fighting 3-1 Shields)
Stubborn: Add Dedication bonus dice to Composure (Will 3-1 Dedication)
Talented: [List Attribute]+2 to all test results involving this ability
Tough: Add Resilience bonus dice to Health (Resilience 1)
Treacherous: Add Cunning rank to all Deception test results
Triple Shot: You can fire 3 arrows at once at -2D for each shot. You may fire at one target or 3 different adjacent ones (Marksmanship 7-5 Bows & Double Shot))
Weapon Mastery: [List Weapon]; +1 to this Weapon's base Damage^ (Weapon Mastery)
--Improved Weapon Mastery: [List Weapon]; +2 to this Weapon's base Damage^
Weapon Savant: Unaffected by the penalties from Unwieldy and Slow and can wield any weapon regardless of training requirements (Agility 4, Cunning 4, Fighting 5)
^These effects do not stack.
*You and the Administrators will work together to describe how your character became Famous.
**You also experience unusually vivid dreams that sometimes, in a convoluted way, seem to predict the future. The Admin will inform you when you've had a Green Dream.
***The Heirloom benefit may be taken in the 1st era only (the game may last through a number of eras)
Weapon Specialty Qualities:
Axe Fighter I: +2 to Fighting test results against opponents on foot; Sacrifice all bonus dice to gain +2 Damage on a successful hit* (Fighting 4-2 Axes)
Axe Fighter II: +3 to Fighting test results against opponents on foot; Sacrifice all bonus dice to automatically inflict an Injury on a successful hit* (Fighting 5-3 Axes)
Axe Fighter III: +5 to Fighting test results against opponents on foot; Sacrifice all bonus dice to automatically inflict a Wound on a successful hit* (Fighting 6-4 Axes)
Bludgeon Fighter I: Bludgeons gain Shattering +1; Sacrifice all bonus dice to gain Shattering +2* (Fighting 4-2 Bludgeon)
Bludgeon Fighter II: Bludgeons gain Shattering +1; Sacrifice all bonus dice to move the target in a chosen direction on a successful hit*(Fighting 5-3 Axes)
Bludgeon Fighter III: Bludgeons gain Shattering +1; Sacrifice all bonus dice to knock the target down and gain a free attack on a successful hit* (Fighting 6-4 Axes)
Brawler I: Unarmed attacks gain the Fast quality and your fists deal athletics -2 damage (Fighting 4-Brawling 1)
Brawler II: Unarmed attacks gain the Powerful quality. Athletics rank is added to Fighting rolls in unarmed attacks. (Fighting 4-Brawling 3)
Brawler III: Whenever you deal damage on an unarmed fighting attack, your opponent is stunned and unable to take any action until he passes a challenging (9) endurance test. (Fighting 5-Brawling 3)
Expert Marksman I: Bows/Crossbows gain Piercing +1; Sacrifice all bonus dice to gain Piercing +2* (Marksmanship 4-2 Bows/Crossbows)
Expert Marksman II: Bows/Crossbows gain Piercing +1; Sacrifice all bonus dice to gain 50 yards effective Range* (Marksmanship 5-3 Bows/Crossbows)
Expert Marksman III: Bows/Crossbows gain Piercing +1; Add Awareness rank to all Marksmanship test results while using Bows/Crossbows (Marksmanship 6-4 Bows/Crossbows)
Long Blade Fighter I: +2 to Fighting test results against opponents without Shields; Sacrifice all bonus dice to gain a free degree of success* (Fighting 4-2 Long Blades)
Long Blade Fighter II: +3 to Fighting test results against opponents without Shields; Sacrifice all bonus dice to move the target in a chosen direction on a successful hit* (Fighting 5-3 Long Blades)
Long Blade Fighter III: +5 to Fighting test results against opponents without Shields; Sacrifice all bonus dice to automatically give the Maimed Quality on a successful hit* (Fighting 6-3 Long Blades)
Polearm Fighter I: +2 to Fighting test results against opponents on horseback; Polearms gain 1 yard of range further than their default range with no penalty (Fighting 4-2 Polearms)
Polearm Fighter II: +3 to Fighting test results against opponents on horseback; Add a number equal to Polearm bonus dice to all Fighting test results when using Polearms (Fighting 4 & Athletic 4)
Polearm Fighter III: +5 to Fighting test results against opponents on horseback; Ignore a Polearm's Unwieldy and/or Bulk qualities (Fighting 5)
Short Blade Fighter I: Short Blades gain Piercing +1; Knives may be drawn as a Free Action (Fighting 4-1 Short Blades)
Short Blade Fighter II: Add a number equal to Short Blades bonus dice to all Fighting test results when using Short Blades** (Fighting 5)
Short Blade Fighter III: Add a number equal to Short Blades bonus dice to the Damage of all attacks when using Short Blades*** (Fighting 6 )
Spear Fighter I: Spears gain a free attack against a different target if the attack against the first target misses (Fighting 4-2 Spears)
Spear Fighter II: Spears gain 1 yard of range further than their default range with no penalty (Fighting 5-3 Spears)
Spear Fighter III: Spears gain Piercing +2; Spears gain +1d with Action: Knockdown (Fighting 6-4 Spears)
Water Dancer I: Add Fighting rank to all Awareness test results (Fighting 3-Fencing 1)
Water Dancer II: Add Fighting rank to all Agility test results (Fighting 4-Fencing 2)
Water Dancer III: Add Fencing bonus dice to Combat Defense and Intrigue Defense (Fighting 5-Fencing 3)
*Before each round of combat you must declare which Axe Fighter or Long Blade Fighter effect is in place; the +2/3/5 bonus against shieldless enemies, and the +2/3/5 bonus against enemies on foot (respectively) are both 'passive' and apply at all times, but you must indicate if you want to sacrifice your bonus dice for one of the listed effects. The effects from Rank I of a Fighting Quality are still usable if you have Rank II, and so on with Rank III.
**This damage test result is added BEFORE degrees of Success are Calculated, and thus tests against the opponent's Combat Defense.
***This damage is added AFTER Degrees of Success are Calculated, but before the opponent's Armor Rating is deducted.
I've separated out on top the Drawback qualities that you must choose from in Character Creation, and I've separated out the [Weapon] Fighting I, II, and III Qualities to keep those in one place as they've got notes about the effects attached to the benefit. There ARE attribute prerequisites for many of these Benefits, which are in parentheses. Bear in mind that it is up to the admins when and how to implement your Nemesis or Draw attributes. We will do our best to make them unpleasant.
Drawback Qualities:
Born a Slave: -1d on all Persuasion tests against Opponents with higher Status
Bound to the Bottle: Before making any roll test Will to remain sober; -2 to all test results if test is failed, if with other drinkers take -2d to all tests instead
Childhood Disease: -2 to Health
Craven: -1d on all tests when in Combat or Intrigue; Test Will each round to overcome fear and gain +1b on all tests if successful
Crippled: Reroll 6s on all Athletics and Agility tests
Cruel Insanity: –2d on all Awareness involving inspecting another person; -1d on all Convince, Charm, and Seduction Tests
Debt: [Name Creditor]
Disturbing Habit: +1d on tests involving Intimidate; -1d on all Persuasion tests not involving Intimidate
Dwarf: -1d on all tests of Charm and Seduce
Eunuch: -1d on all Persuasion tests; Opponents may not use Seduce
Flawed: [List Attribute]; –1d on all tests involving this ability (May only take once)
Forgetful: Reroll 6s on all Cunning tests
Furious: All intrigues must begin with Intimidate test; -2d on all tests involving Seduce
Haughty: -1d on all Persuasion tests on those of lower Status
Haunted: -1d on all Awareness tests; In the first round of Combat add Memory bonus dice to the Fighting test result
Honor-Bound: Reroll 6s on all Deception tests
Ignoble: -1d on all Persuasion and Status tests
Impaired Sense: [List Sense]; Automatically fail any Awareness test that relies on this sense
Inept: Reroll 6s on all Agility tests
Insensitive: -1d on all Healing tests
Lascivious: All intrigues must begin with Seduce; -2d on all tests involving Charm
Maimed: [List Limb]; -1d on all Athletics and Agility tests if Leg; -2d on all tests requiring two-hands if Arm, cannot use two-handed Weapons
Marked: Reroll 6s on all Persuasion tests
Mute: -2d on all Persuasion and Deception tests; Opponents cannot ascertain Disposition
Naïve: Reroll 6s in all Deception tests; Opponents in Intrigues may add Cunning rank to all Deception test results
Nemesis: [Name Character]
Outcast: -2d on all Status test; -2 to Intrigue Defense
Poor Health: -1d on all Endurance tests
Reviled: -1d on all Status and Persuasion tests
Supreme Arrogance: Subtract Status rank from all Awareness test results
Threatening: All intrigues must begin with Intimidate test; -2d on all tests involving Charm and Seduce
Benefit Qualities:
Accurate: +1d Against Opponents with Cover (Marksmanship 4)
Acrobatic Defense: Add Acrobatics bonus dice to Combat Defense (Agility 4-Acrobatics 1-DOES NOT WORK WITH ANY ARMOR OR WEAPONS WITH BULK)
Animal Cohort: [List Animal]; +1d on all Fighting tests when Animal is present (Animal Handling 3-Train 1)
Attractive: Reroll 1s equal to half of Persuasion rank in Persuasion tests
Armor Mastery: +1 to Armor Rating; -1 to Armor Penalty^
--Improved Armor Mastery: +2 to Armor Rating; -2 to Armor Penalty^ (Armor Mastery)
Berserker: Gain a free attack when an Injury or Wound is taken at -1D with no bonus dice; fight past Endurance rank in Wounds
Charismatic: +2 to all [List 1 Persuasion Specialty] test results (Persuasion 3)
Courteous: Add half of Persuasion rank to all Deception test results (Persuasion 3)
Danger Sense: Reroll 1s on Agility tests when determining Initiative and oppenents do not get the customary +1d on Fighting and Marksmanship tests during a surprise attack (Awareness 4)
Deadly Shot: Bows gain the Vicious quality and the Piercing I quality (Marksmanship 5)
Double Shot: You can fire two arrows at once at -1D to both tests. You may fire them at the same target or two adjacent targets (Marksmanship 6-Bows 1)
Dexterous: Reroll 1s on all Agility tests
Dutiful: Opponents take -1d on all Convince, Intimidate, and Seduce tests (Will 4)
Eidetic Memory: Memory bonus dice become test dice on all Cunning tests (Cunning 2-Memory 1)
Evaluation: Test Cunning to learn about object (Knowledge 3)
Expertise: Choose one specialty. Whenever you test the ability to perform an action related to that specialty, you gain +1D.
Famous: Bonus dice become test dice in all Persuasion tests; Subtract Status rank from all Stealth test results* (Come up with a damn good reason)
Fast: +3 to all Quickness test results
Furtive: Reroll 1s equal to Agility rank on Stealth tests; Add Agility rank to the result of all Stealth tests (Stealth 4-Sneak 1)
Great Hunter: Add Survival rank to Fighting and Marksmanship tests made against animals; Hunt bonus dice become test dice on all Survival tests (Survival 3, 1b Hunt)
Hardy: Ignore the Injury or Wound penalty when testing Endurance to remove injuries (Endurance 3-Stamina 1)
Head for Numbers: Add Cunning rank to Status test result on Company Fortune Rolls and Reroll 1s.
Heirloom: Acquire a Valyrian Steel Bladed Weapon or Dragonbone Bow. Gain +1 Base Damage and +2 to Fighting/Marksmanship rolls with the weapon.***
Inspiring: Reroll any Warfare test and take the better result in each round of a Skirmish or Battle (Warfare 4)
Keen Senses: Reroll 1s on all Awareness tests; Add Cunning rank to passive Awareness result (Awareness 4)
Leader of Men: Reorganize one disorganized unit or rally one routed unit in each round of a Skirmish or Battle (Warfare 4-1 Command)
Massive: Unaffected by the penalties from Unwieldy; Use two-handed weapons with one hand (Endurance 5)
Mummer: You can perform in front of audiences. When doing so, take a persuasion test with a difficulty determined by the mood of the crowd. If you succeed, gain +1D on a single intrigue against a person or group that heard the performance. A single test represents an evening's performance. (Persuasion 3)
Night Eyes: See in darkness. +3 to Fighting, Marksmanship, Stealth, and Awareness Tests in Low Light Environments.
Physician: Add Will rank to all Healing test results; The Difficulty levels for all Diagnose Injury tests are decreased by one
Respected: Your opponent takes -1D when trying to Incite, Intimidate, or Taunt you
Seductive: Bonus dice count as test dice in all Seduce tests
Sinister: During the first round of combat or intrigue, your opponent takes -1D when trying to attack or influence you
Shield Mastery: +1 to shield's Defensive bonus^ (Fighting 3-1 Shields)
Stubborn: Add Dedication bonus dice to Composure (Will 3-1 Dedication)
Talented: [List Attribute]+2 to all test results involving this ability
Tough: Add Resilience bonus dice to Health (Resilience 1)
Treacherous: Add Cunning rank to all Deception test results
Triple Shot: You can fire 3 arrows at once at -2D for each shot. You may fire at one target or 3 different adjacent ones (Marksmanship 7-5 Bows & Double Shot))
Weapon Mastery: [List Weapon]; +1 to this Weapon's base Damage^ (Weapon Mastery)
--Improved Weapon Mastery: [List Weapon]; +2 to this Weapon's base Damage^
Weapon Savant: Unaffected by the penalties from Unwieldy and Slow and can wield any weapon regardless of training requirements (Agility 4, Cunning 4, Fighting 5)
^These effects do not stack.
*You and the Administrators will work together to describe how your character became Famous.
**You also experience unusually vivid dreams that sometimes, in a convoluted way, seem to predict the future. The Admin will inform you when you've had a Green Dream.
***The Heirloom benefit may be taken in the 1st era only (the game may last through a number of eras)
Weapon Specialty Qualities:
Axe Fighter I: +2 to Fighting test results against opponents on foot; Sacrifice all bonus dice to gain +2 Damage on a successful hit* (Fighting 4-2 Axes)
Axe Fighter II: +3 to Fighting test results against opponents on foot; Sacrifice all bonus dice to automatically inflict an Injury on a successful hit* (Fighting 5-3 Axes)
Axe Fighter III: +5 to Fighting test results against opponents on foot; Sacrifice all bonus dice to automatically inflict a Wound on a successful hit* (Fighting 6-4 Axes)
Bludgeon Fighter I: Bludgeons gain Shattering +1; Sacrifice all bonus dice to gain Shattering +2* (Fighting 4-2 Bludgeon)
Bludgeon Fighter II: Bludgeons gain Shattering +1; Sacrifice all bonus dice to move the target in a chosen direction on a successful hit*(Fighting 5-3 Axes)
Bludgeon Fighter III: Bludgeons gain Shattering +1; Sacrifice all bonus dice to knock the target down and gain a free attack on a successful hit* (Fighting 6-4 Axes)
Brawler I: Unarmed attacks gain the Fast quality and your fists deal athletics -2 damage (Fighting 4-Brawling 1)
Brawler II: Unarmed attacks gain the Powerful quality. Athletics rank is added to Fighting rolls in unarmed attacks. (Fighting 4-Brawling 3)
Brawler III: Whenever you deal damage on an unarmed fighting attack, your opponent is stunned and unable to take any action until he passes a challenging (9) endurance test. (Fighting 5-Brawling 3)
Expert Marksman I: Bows/Crossbows gain Piercing +1; Sacrifice all bonus dice to gain Piercing +2* (Marksmanship 4-2 Bows/Crossbows)
Expert Marksman II: Bows/Crossbows gain Piercing +1; Sacrifice all bonus dice to gain 50 yards effective Range* (Marksmanship 5-3 Bows/Crossbows)
Expert Marksman III: Bows/Crossbows gain Piercing +1; Add Awareness rank to all Marksmanship test results while using Bows/Crossbows (Marksmanship 6-4 Bows/Crossbows)
Long Blade Fighter I: +2 to Fighting test results against opponents without Shields; Sacrifice all bonus dice to gain a free degree of success* (Fighting 4-2 Long Blades)
Long Blade Fighter II: +3 to Fighting test results against opponents without Shields; Sacrifice all bonus dice to move the target in a chosen direction on a successful hit* (Fighting 5-3 Long Blades)
Long Blade Fighter III: +5 to Fighting test results against opponents without Shields; Sacrifice all bonus dice to automatically give the Maimed Quality on a successful hit* (Fighting 6-3 Long Blades)
Polearm Fighter I: +2 to Fighting test results against opponents on horseback; Polearms gain 1 yard of range further than their default range with no penalty (Fighting 4-2 Polearms)
Polearm Fighter II: +3 to Fighting test results against opponents on horseback; Add a number equal to Polearm bonus dice to all Fighting test results when using Polearms (Fighting 4 & Athletic 4)
Polearm Fighter III: +5 to Fighting test results against opponents on horseback; Ignore a Polearm's Unwieldy and/or Bulk qualities (Fighting 5)
Short Blade Fighter I: Short Blades gain Piercing +1; Knives may be drawn as a Free Action (Fighting 4-1 Short Blades)
Short Blade Fighter II: Add a number equal to Short Blades bonus dice to all Fighting test results when using Short Blades** (Fighting 5)
Short Blade Fighter III: Add a number equal to Short Blades bonus dice to the Damage of all attacks when using Short Blades*** (Fighting 6 )
Spear Fighter I: Spears gain a free attack against a different target if the attack against the first target misses (Fighting 4-2 Spears)
Spear Fighter II: Spears gain 1 yard of range further than their default range with no penalty (Fighting 5-3 Spears)
Spear Fighter III: Spears gain Piercing +2; Spears gain +1d with Action: Knockdown (Fighting 6-4 Spears)
Water Dancer I: Add Fighting rank to all Awareness test results (Fighting 3-Fencing 1)
Water Dancer II: Add Fighting rank to all Agility test results (Fighting 4-Fencing 2)
Water Dancer III: Add Fencing bonus dice to Combat Defense and Intrigue Defense (Fighting 5-Fencing 3)
*Before each round of combat you must declare which Axe Fighter or Long Blade Fighter effect is in place; the +2/3/5 bonus against shieldless enemies, and the +2/3/5 bonus against enemies on foot (respectively) are both 'passive' and apply at all times, but you must indicate if you want to sacrifice your bonus dice for one of the listed effects. The effects from Rank I of a Fighting Quality are still usable if you have Rank II, and so on with Rank III.
**This damage test result is added BEFORE degrees of Success are Calculated, and thus tests against the opponent's Combat Defense.
***This damage is added AFTER Degrees of Success are Calculated, but before the opponent's Armor Rating is deducted.