The Fighter draws their power from their own physical prowess. Intense training makes them a master of combat, be it close-quarters, ranged, magical, or with blades, guns, or sticks. They are perhaps the most diverse in their weaponry and skillset, though Fighters often supplement their combat abilities with Crafting, Survival, or Charisma abilities. The majority of Fighters boost their defense skills (Fortitude, Reflex, and Will) and an Attack skill.
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 2 | A2 | Rally | 4 act | 4 actions. All targets within 3 spaces gain +3 Bonus points to all Attacks and Defenses, and Temporary HP equal to your Persuasion for 3 turns. Persuasion vs Will. |
| 2 | B2 | Boisterous | Passive | Passive. You gain +3 Base Aggression, and get a critical success on a roll of 19-20. Upgrades:
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| 3 | A3 | Taunt | 3 act | 3 actions. Forces a target within 20 spaces to attack you for the rest of the battle. Aggression vs Will. |
| 3 | B3 | Bolster | 5 act | 5 actions. Increases your Armor by 4 for 3 turns. Aggression vs Will. |
| 4 | A4 | Challenge | 3 act | 3 actions. Challenges an enemy, forcing them to fight you in a 1 on 1 battle. All other attacks against the two of you will automatically miss. The victor of the battle gains +2 Bonus points to Intimidation and all Attack rolls for 5 turns. Aggression vs Will. |
| 4 | B4 | Crowd Fight | Reactive | Reaction. When an adjacent target attacks you, you may use your next turn's weapon action to redirect them to attack another adjacent target instead. Deception vs Reflex. |
| 5 | A5 | Turn The Tides | 6 act | 6 actions. Shift everyone on the battlefield up to 3 spaces. No one can be placed in harm's way from this (i.e. over lava, a cliff, etc). Persuasion vs Will. |
| 5 | B5 | Stalwart | 6 act | 6 actions. You gain +6 Armor, cannot be moved by any means, and force all targets within 2 spaces to attack you. If you are holding a shield, you gain +9 Armor instead. You must concentrate while doing this, not moving or making any attacks. Lasts 3 turns or until concentration is broken. Aggression vs Will. Upgrades:
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| 6 | A6 | Leader | 3 act | 3 actions. You and 3 targets within 10 spaces gain +4 Bonus Fortitude, Reflex, Will, and +2 Armor, also healing 5 HP each turn. Lasts 5 turns. Persuasion vs Will. |
| 6 | B6 | Squad Tactics | 2 act | 2 actions. You issue a command to up to 5 targets within 5 spaces, giving them bonuses so long as they follow orders. Commands are as follows: - Focus Fire: Your targets must spend their actions to defeat a singular target within 10 spaces of you. However, they gain +2 Bonus points to all Attack skills. - Form Up: Your targets gain +5 Bonus Survival, Intimidate, and Will. However, they must end their turn within 2 spaces of you. - Hold Position: You outline a 4x4 area within 10 spaces. Your targets must move to that area and cannot leave there. However, they gain +1 to Armor and all Defenses while there. - Search And Destroy: Your targets gain +5 Bonus Detection and +1 Damage, but must spend all possible actions either moving, detecting, or attacking. Lasts until dismissed or new command issued. You may use this as often as you like in battle. Persuasion vs Will. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 1 | E1 | Cleave | X | X actions. Using your weapon action, you may attack up to 3 targets within weapon range. Ranged weapons will still consume ammo for each target. Weapon vs Defense. |
| 2 | D2 | Leap | X | X actions. Jump up to 6 spaces and attack a target within weapon range for 1W damage when you land. Weapon vs Defense. |
| 2 | E2 | Stun | X | X actions. Requires melee weapon. Attack an adjacent target for 1W damage. They lose 6 actions on their next turn. Weapon vs Fortitude. |
| 2 | F2 | Slam | X | X actions. Requires melee weapon. Attack an adjacent target for 1W damage and push them back 2 spaces. If you are using a shield, they also lose -3 actions on their next turn and are tripped, making them lose 3 Reflex and preventing them from moving or using melee attacks. Getting up costs them 3 actions. Weapon vs Fortitude. |
| 3 | D3 | Beatdown | X | X actions. Requires melee weapon. You attack a target twice for the action cost of once. On your next turn, you attack the same target 3 times, and on the next turn, 4 times (each for the action cost of 1 attack). The target must be in range each time, and each attack deals 1W damage each. Weapon vs Fortitude. |
| 3 | E3 | Indomitable | Reactive | Reaction. If you are successfully attacked, you may negate the damage done to you up to your Maximum HP. This will stun you, costing your next 6 actions. No roll required. |
| 3 | F3 | Shield Bash | 4 act | 4 actions. Requires Shield. You bash a target next to you with your shield, dealing its Fortitude bonus in bludgeoning damage. Roll 1d6. Your target loses that many actions on their next turn. Heavy Attack vs Fortitude. |
| 4 | D4 | Attack Of Opportunity | Reactive | Reaction. If an adjacent target moves away from you, you may make a Basic Attack against them for 1W damage, free of action costs. Weapon vs Defense. Upgrades:
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| 4 | E4 | Throw Weapon | 2 act | 2 actions. You throw a weapon you are holding at a target within 5 spaces, causing a certain effect:
Melee: The weapon deals (1W + Intimidate) damage.
Ranged: The weapon stuns the target, making them suffer -6 actions on their next turn.
Shield: (Used as a Reaction) Grants its bonus to an ally who is being attacked.
You must go without that weapon until you pick it up at that spot. Ranged Attack vs Reflex. Upgrades:
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| 4 | F4 | Disarm | 5 act | 5 actions. Removes an adjacent target's weapon and wields it as your own. If you were wielding a weapon previously, it instantly goes back into your inventory. Finesse Attack vs Fortitude. |
| 5 | D5 | Flurry | X | X actions. Attack a target within range for 1W damage, then shift up to 2 spaces. If there is another target within range, then attack them for 1W and shift again up to 2 spaces. You may keep doing this until there are no more unharmed targets within range (or you run out of ammunition). Weapon vs Defense. |
| 5 | E5 | Battering Ram | Passive | Passive. You may add a 1-space knockback to all attacks made with a Heavy weapon. If the target is a structure, attacks instead deal +1d12 damage. Upgrades:
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| 5 | F5 | Ground Pound | 5 act | 5 actions. Deals 2d8 impact damage to all adjacent targets. All affected targets are limited to 1 Move action. Lasts 2 turns. Athletics vs Fortitude. |
| 6 | D6 | Whirlwind | Passive | Passive. Your Cleave ability now affects up to 6 targets within range, and can be used up to 4x per battle. Upgrades:
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| 6 | E6 | Reckless Strike | X | X actions. Deals 3W to a target within range. You lose 3 Armor until the end of your next turn. Weapon vs Defense. |
| 6 | F6 | Charge | 1 act | 1 action. You now move at 3 spaces per action. Lasts until the end of your turn. If you end your turn within attacking range of a target, deal 1W damage to them. Roll 1d6. On a roll of 6, that target is also Stunned for 1 turn. Weapon vs Defense. |
| 7 | D7 | No Mercy | 6 act | 6 actions. Requires melee weapon. You charge to a target within 15 spaces. If there are any other targets in the way, deal 1W damage to them and shift them 1 space. When you reach the main target, deal 1W (x the number of targets you pushed aside) damage. Weapon vs Fortitude. |
| 7 | E7 | Execute | X | X actions. Deals 1W damage to a target within range. If they are below 75% HP, this attack deals 2W damage instead. If they are beneath 50% HP, it deals 3W damage instead, and if they are beneath 25% HP, it deals 4W damage instead. You lose your next 6 actions. Weapon vs Defense. |
| 7 | F7 | Come And Get It | 3 act | 3 actions. You throw out a chain that latches onto a target within 10 spaces, who cannot move any further away from you. They can only break free of the chain with an Acrobatics roll (25+) or Athletics roll (30+). For X actions, you may pull them to a space next to you, release them, and deal 1W damage. Finesse Attack vs Reflex. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 2 | I2 | Heavy Weapon Proficiency | Passive | Passive. Gain +3 Base Heavy Attack. Upgrades:
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| 2 | K2 | Finesse Proficiency | Passive | Passive. Gain +3 Base Finesse Attack. Upgrades:
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| 2 | M2 | Light Weapon Proficiency | Passive | Passive. Gain +3 Base Light Attack. Upgrades:
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| 3 | J3 | Bludgeoning Technique | Passive | Passive. Choose 1. - When using Bludgeoning weapons, you may reroll any damage rolls of 1. - When using Bludgeoning weapons, add 1d to the damage roll. |
| 3 | K3 | Slashing Technique | Passive | Passive. Choose 1. - When using Slashing weapons, you may reroll any damage rolls of 1. - When using Slashing weapons, add 1d to the damage roll. |
| 3 | L3 | Piercing Technique | Passive | Passive. Choose 1. - When using Piercing weapons, you may reroll any damage rolls of 1. - When using Piercing weapons, add 1d to the damage roll. |
| 4 | J4 | Melee Proficiency | Passive | Passive. You make a critical hit on an attack roll of 19-20 whenever you use a melee weapon. Upgrades:
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| 4 | L4 | Ranged Proficiency | Passive | Passive. You make a critical hit on an attack roll of 19-20 whenever you use a ranged weapon. Upgrades:
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| 5 | H5 | Reach Mastery | Passive | Passive. If your melee weapon can reach targets 2 spaces away, it costs -1 action to use, down to a minimum of 1. |
| 5 | I5 | Adjacent Mastery | Passive | Passive. If your melee weapon can only attack targets next to you, it costs -1 action to use, down to a minimum of 1. |
| 5 | J5 | Unarmed Mastery | Passive | Passive. While Unarmed, melee attacks cost -1 action, down to a minimum of 1. |
| 5 | K5 | Shield Mastery | Passive | Passive. Shields grant you an extra +2 Bonus Fortitude and +3 Bonus Reflex. |
| 5 | L5 | Reload Mastery | Passive | Passive. Reloading a Ranged weapon costs -1 action, down to a minimum of 1. |
| 5 | M5 | Longshot Mastery | Passive | Passive. If your Ranged weapon can reach targets more than 20 spaces away, it costs -1 action to use, down to a minimum of 1. |
| 5 | N5 | Straightshot Mastery | Passive | Passive. If your Ranged weapon cannot reach targets more than 20 spaces away, it costs -1 action to use, down to a minimum of 1. |
| 6 | J6 | Weapon Switch | Passive | Passive. It no longer costs any actions to switch between weapons. |
| 6 | K6 | 1H Proficiency | Passive | Passive. You may take the higher of 2d20 rolls whenever you attack with a 1-handed weapon. |
| 6 | L6 | 2H Proficiency | Passive | Passive. You may take the higher of 2d20 rolls whenever you attack with a 2-handed weapon. |
| 7 | I7 | Melee Supremacy | Passive | Passive. Choose 1 melee weapon type.
Axe
Coil
Mace
Polearm
Sword
Unarmed
When using this type, you may roll 1d6 after a successful hit. On a roll of 3+, you may make a Basic weapon attack free of action costs. Upgrades:
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| 7 | M7 | Ranged Supremacy | Passive | Passive. Choose 1 ranged weapon type.
Autogun
Bow
Crossbow
Pistol
Rifle
Shotgun
When using this type, you may roll 1d6 after a successful hit. On a roll of 3+, you may make a Basic weapon attack free of action costs. Upgrades:
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| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 2 | R2 | Aggressive Stance | Passive | Passive. Upon entering combat, you immediately gain +3 damage, but lose -1 armor. Switching between Stances costs 1 action. |
| 2 | S2 | Balanced Stance | Passive | Passive. Upon entering combat, you immediately gain +1 armor and damage. Switching between Stances costs 1 action. |
| 2 | T2 | Defensive Stance | Passive | Passive. Upon entering combat, you immediately gain +3 armor, but lose -1 damage. Switching between Stances costs 1 action. |
| 2 | U2 | Ready Stance | Passive | Passive. Upon entering combat, you immediately gain +1 Bonus Reflex and all Attack skills. Switching between Stances costs 1 action. |
| 3 | Q3 | Blindfighting | Passive | Passive. You take no penalties from being blinded or in the dark. Furthermore, you can detect all hidden things within 2 spaces. |
| 3 | R3 | Dueling | Passive | Passive. While carrying only a 1H weapon, you gain +2 Bonus Light Attack and +2 damage to attacks. |
| 3 | S3 | Great Weapon Fighting | Passive | Passive. When attacking with a 2H weapon, you may reroll the damage once if it is 1 or 2. |
| 3 | T3 | Intercept | Reactive | Reaction. If an ally next to you is successfully hit by an attack, you may use 2 of your next turns' actions to take the damage instead. This can be done as often as you like in battle. Persuasion vs Will. |
| 3 | U3 | Thrown Weapon Fighting | Passive | Passive. Switching to a Thrown weapon no longer costs actions. You also gain +2 Bonus Ranged Attack when using them. |
| 3 | V3 | Mariner | Passive | Passive. While your armor is less than 10, you gain +5 Bonus Acrobatics. |
| 3 | W3 | Sentinel | Passive | Passive. Your shield bonuses affect you and 1 adjacent target. Only you need meet the shield's requirement. Upgrades:
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| 4 | P4 | Arcane Archer | X | X actions. Requires Ranged weapon. You conjure up Arcane ammunition to fire at your target. You may take the higher of 2d20 rolls to hit, the damage is equal to twice your Arcana, and the ammo disappears after the attack. Ranged Attack vs Reflex. |
| 4 | Q4 | Banneret | 6 act | 6 actions. 2 of your allies may make an immediate attack that costs 6 or fewer actions. Persuasion vs Will. |
| 4 | R4 | Battle Master | 4 act | 4 actions. You may use Survival instead of Insight, and may take the higher of 2d20 rolls, when determining a target's Stats. |
| 4 | S4 | Cavalier | Passive | Passive. You no longer take penalties from riding a mount in combat. |
| 4 | T4 | Champion | Passive | Passive. All attacks now score a critical hit on a d20 roll of 18-20. Also, switching weapons now has the action cost of the faster weapon, not the slower one. |
| 4 | U4 | Eldritch Knight | Passive | Passive. Learn 4 Wizard spells up to Level 8. Upgrades:
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| 4 | V4 | Monster Hunter | Passive | Passive. Whenever attacking a Beast, Demon, or Undead enemy, you deal +4 Damage. |
| 4 | W4 | Samurai | Passive | Passive. Whenever an enemy deals damage to you, you may choose to gain +6 actions on your next turn, but can only attack that enemy. |