Arms Master



This is an individual dedicated to the training for combat. He has skills of damage mitigation and combat control. His focus isn’t in getting kills, those will come. It is about survival and controlling the enemy. They are often the Quarterback of a fight, with their eyes on the big picture.

Jack-of-All-Trades: This guy loves to learn and knows a little of everything.

Bonuses: Studious and Skillful.
Saves +1.

Hits Points 18

Evade 16
Armor 2

Fortitude +1
Reflex +3
Will +2
Fate +0

Heal +0
Threat +7

Melee +2 / +0
Thrown +2 / +0
Archery +2 / +0
Firearms +2 / +0

Warrior Training: Hero is Evade +1, Armor +1 and Hit Points +3.

Arms Training: This Hero is not a specialist but is a master of most weapons. He can learn to use Exotic Weapons easily. He progress on all charts.

Shift Damage: Once per Villain, the Hero can reduce damage by 50% by taking it on a item. That item has a small chance of breaking or being “notched”.

Out-of-Reach: All additional Melee damage beyond the first in a round is at 50%.

World Effects
Armored: This Hero wears Armor. He also suffers from the Fatigue rule.

Two-Handed: Using a Melee Weapon two-handed is damage +3.

Studious: This Hero gets a bonus +10% experience for buying and leveling skills. All his current skills are at +1.

Skillful: This Hero has five bonus skills.

Skills: Climbing, Boating, Music, First Aid, Force March & Higher Education


Arms Master

the Fifth Age of Ert WhiteMango WhiteMango