ULTIMATE FIGHTER
     Outwardly they appear to be little different from boxers
or wrestlers, but ultimate fighters are warriors who have
mastered the balance of the mind and the body. They are
masters of seizing the moment and making the most of it.
Ultimate fighters have mastered their will and forged it into
a deadly union with their body.  Ultimate fighters must
possess a MD, WP and EN of 20, and possess rank in
hands and in rock. Rank in rock is important because
ultimate fighters are also masters of using improvised
weapons. Ultimate warriors may wear armor and use
shields. The rank of an ultimate fighter may never be
higher then their rank in hands.
Ultimate fighters add 3% per rank to their attacks with hands and +1 to damage at ranks 1, 3, 6, 9 & 10.  Ultimate
fighters add 1 on to IV every other rank beginning at 2. Ultimate fighters may choose one of the following abilities per
rank.

Empower weapon: Your power of will is so focused that you can give any item a magical effect in terms of its ability
to injury beings only harmed by magic. This ability cost 1 FT to use and the “aura” endures for one minute. You may
use it on your hands and feet if you wish at the cost of 1 FT per pulse

Easy come, easy go: You grab an item to use as a block against an attack. If you roll under 3 X MD you may use the
item to block a ranged attack.  The item is destroyed in the process of being blocked, unless it is made for combat or
of a durable substance. For each attack your block in this manner you make one less attack the following pulse.

Find anything: Every so often you find yourself in some pretty dire circumstances and it seems there aren’t any
weapons around (such as finding yourself stranded in the middle of a desert, or in an empty jail cell). You may roll
under 5 X PC to find an item. The GM will have to decide what useful item you have discovered.

Improvised Shield: You may use anything as a potential shield to use in melee. Depending on the size of the item, it
may serve as any shield. Items larger then a tower shield may offer more protection at the GM’s discretion.

Use person as armor: You may use a stunned opponent as a block in melee combat. If you roll under 3 X PS you
grab a person and may interpose them between you anyone attacking you from your front hexes. 50% of attacks will
hit the stunned person instead. There must be someone stunned in one of your front hexes in order to use this ability.

Heightened Defenses: You add 1 to your natural armor per rank as well as 4% to your defense per rank.

Mind over matter: You may now subtract 1 per rank from endurance and grievous injuries. You may not choose this
ability until you have made rank 6.

Master grappler: You may subtract one from your rolls to repulse others entering into close combat and others must
add one to their rolls to repulse you.

Off hand training: You now only subtract 10% for multiple striking with your off hand. If you are ambidextrous you
only need to subtract 5% for both hands.

Fearless: You are immune to the fright table. This spell does not make you immune to the spell of fear, but you may
roll under MR +20.

Knock out punch: You subtract 20% from your chance to hit, but if you score an endurance or lower you knock-out
your opponent.

Blind rage: You reduce your defense by ½ while attacking but do double damage for the pulse.

Improved choke hold: In close combat you may opt to make one attack against your opponent and begin choking,
your arms now act as a garrote and may choke beings twice your size.

Arm breaker: You subtract 20% from your chance to hit and opt to break the arm of your opponent if you score an
endurance or lower.

Leg breaker: You subtract 20% from your chance to hit and opt to break the leg of your opponent if you score an
endurance or lower.

Throat hit: You subtract 20% from your chance to hit and opt to strike your opponent in the throat, if you penetrate
armor they gasp for air and make only ½ their attacks the next time they attack.

Extra attack with hands: You gain an extra attack with your hands. This would give you a total of five attacks with
hands if you opt to use your off hand.

Improved parry: You add 1 per rank to your parry rolls.

Empowered throw: You add extra power to your throw and do double damage with the hit. This ability cost 2 FT to
use.

Take down slam: If you hit with both hands (doing no damage) you take down you opponent doing double damage
and automatically making them prone. This counts as two attacks, and if one fails then the move does not take place.

Ignore injuries: You may roll under 4 X WP to ignore the effects of non-lethal grievous injuries until the end of
combat.

Double throw: You may throw with both hands equally well, or may opt to hurl large items with two hands that does
triple damage.