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4.  Class (1)

4.1. Fighter

The fighter trusts no magic nor does he have any faith in gods. He doesn’t avoid conflict, all he believes in is his own strength and the sharpness of his weapon.

This may be a bit exaggerated but it conveys the gist of this class. The fighter is trained for the battlefield, to win over an enemy in direct combat. He usually has been trained in several weapons, to be prepared for any situation. There are plenty of opportunities for a fighter, be it a soldier or mercenary in an army, a city (or palace) guard, a bandit or the good old roving adventurer.

The fighter’s actual tactics in combat differ usually, depending on the style. A brave, honorable knight will follow a firm set of rules of conduct in battle, a devious bandit lures his victims into an ambush, while the ferocious savage throws himself into the thick of battle with no regard for anything save his next sport.


Since the fighter knows best how to handle weapons, his base attack value is 25%. This is the highest value of all classes. Whenever a fighter acquires a new weapon, he has a 25% probability of hitting an opponent. (Other factors modify this probability, but we will deal with them later on.)

The fighter can improve his familiarity and ability with this weapon, by spending experience points on this.

(There is a limit to the improvement, which is set by the Weaponmastery Level – cf. 8.1.1. Weaponmastery Level – of the character.)


The fighter can use all kinds of weapons. But we advise a player to ask the GM first whether his character has a chance to wield an exotic weapon, such as a shuriken. You need to remember that Gushémal is similar to the medieval Europe of our world; weapons of definitely Asian origin would have been very difficult to acquire in that world.

GM Tips

You should steer your players away from those exotic weapons, at least at first. They should be reserved for campaigns that are actually set in these exotic places – which would make it a lot easier for a character to acquire such a weapon.

Of course once the PCs have been to such an area, they can very well continue to use the equipment they have obtained there.

By the same token, it’s interesting to use opponents (NPCs) who come from such exotic places and therefore have kept their exotic weaponry. If such an opponent is bested by a PC, the character may take the weapon and use it. But please note that you shouldn’t throw in an opportunity like that just so a player can get the weapon of his choice. Make it a real challenge – the character will value the weapon much more and remember the tough battle his character had to go through to get the weapon.

4.1.1. Class Abilities

Armor:                                  1,000 EP

The character has grown used to a certain type of armor and receives only half the normal deductions.

Blind Fighting:                        1,000 EP

The fighter has trained to fight in the dark, respectively in dim light. All deductions are halved.


Disarm:                                  1,000 EP

The fighter has trained special maneuvers to disarm an opponent. The deductions are halved.


Improved Archery:                1,500 EP

The fighter receives a +10 bonus for the use of projectile weapons, such as longbows or crossbows.


Mounted Archery:                        Level 1                        2,000 EP

                                                    Level 2                        2,000 EP

Ordinarily when a character fires a projectile weapon while seated on a horse, the PC has to deduct –40. At Level 1, the deduction is halved to –20; at Level 2, there is no deduction anymore.

To achieve Level 2, the character must have already mastered Level 1.


Second Attack:                  25,000 EP

A fighter with this ability can execute two attacks per round.


Second Parry:                    20,000 EP

A fighter with this ability can block two attacks per round.


Shield:                                 500 EP

The character has trained to use a shield in combat.


Shield Parry:                        1,000 EP

The character can use his shield to parry an attack and no longer needs to use his sword. Shields are clearly better suited to this, and the character receives a bonus (cf. Shields).


Throwing:                              1,500 EP

The character receives a +10 bonus on weapons that have to be thrown, e.g. throwing axes or knives.


Two-Handed Weapons:         2,000 EP

The fighter affects 2 points extra damage when using a two-handed weapon.


Unarmed Combat:                  1,000 EP

Text Box: Weapon Mastery Level
Level	Price
Level 1 (depends on class)	-
Level 2 (1 – 50)	1,000 EP
Level 3 (51 – 74)	2,500 EP
Level 4 (74 – 99)	5,000 EP
Level 5 (100 – 150)	10,000 EP

This style of fighting is so easy that anyone can use it – depending on their abilities, of course. The base value for this style is the same as the base value of the character class, i.e. 25% for fighters, 20% for priests, 15% for thieves and 10% for wizards.

Add to this the strength bonus and further practice. An inexperienced fistfighter receives only half his normal values.

Otherwise unarmed combat is considered a weapons ability, and therefore the rules of Weapon Mastery apply. To increase your experience, you need to spend 100 EP per increased point.

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