Fighter Discipline

 

Image by Nicco Salonga

Also known as the Meleecraft Discipline, these skills concern themselves with the use of melee weapons such as swords, crowbars and staves. Invest in this Discipline if:

  • You want to focus on melee attacks, especially “Smite”

  • You want to improve on a specific fighting style

  • You want to play a front-line soldier, a berserker, or a master of weaponry.

Related Rules

  • Sunder effect: If a weapon is Sundered, it cannot be used for Skills until it is repaired but it can still make basic attacks.

  • Melee Attack: Swings or thrusts you make with a non-ranged weapon (e.g sword, club, staff). These must follow safety guidelines.

DISCIPLINE OVERVIEW

BASIC SKILLS 

Melee Fighter: Gain the "Smite" attack, which allows you to inflict extra damage.

Melee Expertise: You may inflict Control effects with your "Smite"

Strength: Gain the ability to utilize your strength to perform certain actions.

COMPLEX SKILLS

Athletics: Perform certain feats of athleticism.

Battle Aspect (ATN): Increase your fighting ability based on fighting style.

Power Attack: Empower your Smite attack with vicious strength.

Rain of Blows: Follow up your Smite attacks with another strike.

ERUDITE SKILLS

Brutal Backswing: Even if you miss a Smite, you can get the last laugh.

Great Strength: Leverage your improved strength.

Perfect Technique: You are able to augment your Smite further.

Supreme Onslaught (1/P): Make a barrage of attacks or perform a masterful strike.

Wall of Blades: Allow yourself a free "Parry" whenever you Smite.


BASIC SKILLS

MELEE FIGHTER

(Basic Fighter; Active-Focus, Melee-Attack)

With this skill, you can expend Focus to imbue a melee attack with power and/or precision.

  • Step 1: Wield a Melee Weapon that is not Sundered

  • Step 2: Expend 1 Focus, mentally subtracting it from your total

  • Step 3: Invoke “Smite”

  • Step 4: Perform a melee attack

  • Step 5: Invoke “2 damage” in mid-swing. This inflicts the invoked damage if it hits a legal targeting area.

Damage Cap: Skills and other effects cannot improve “Smite”, past the damage cap (dmg cap) of 5, except as below:

Claymore Style: With a heavy weapon or a medium weapon held in two hands, these “Smites” inflict “3 damage” and have a dmg cap of 7.

Beastclaw Style: While wielding 2 melee weapons at the same time, you can combine the Smite bonuses granted by one weapon’s augments with the bonuses of the other when Smiting with either held weapon. Similarly, you can change the damage type of one weapon with the Augments of the other.


MELEE EXPERTISE 

(Basic Fighter; Melee-Attack, Blind/Knockback/Mangle/Pain)

Requires: the ability to perform a melee “Smite” attack

Through your martial skill, you are able to maim your foe or repel them.

When using Smite in melee, you may replace the damage of your attack with one of the Control effects below. Control effects limit the abilities of your opponent or force them to move away. The effects below last for 30 seconds or 10 steps for Knockback. This does not count as a Skill Augment.

  • Blind

  • Knockback 5

  • Mangle

  • Pain

Focus Use: If your “Smite” costs 1 Focus, these effects are more effective. They become of the Wound duration , which persist until removed via a Cure Wounds effect, such as from “Treat Injury” or “Restore Control”. Add “Wound” to the effect (i.e. invoke “Mangle Wound”). “Knockback 5” is the exception, becoming “Knockback” instead.

Special Note: If your Smite allows for multiple swings, change the only first attack into a Control effect.


STRENGTH 

To use this Skill, you must have a hand holding nothing (aka a free hand) unless “Strong Blow” is used.

  • Step 1: Invoke “Strength”

  • Step 2: Receive a “self-inflict 2” (mentally deduct 2 points from your HP)

    • Self-inflicts cannot be negated or redirected.

  • Step 3: If you still have 1+ HP, you can choose one of the effects below

    • Break Free: Free yourself from a Basic Rope or Chain.

    • Carry one handed: As per the “Carry” baseline Skill, except you only need one hand.

    • Climb: Halve (round down) the required Climb count of an obstacle (Normally Climb-10)

    • Negate Strength: Counter a use of Strength, whose user or target you touch with a weapon. It takes 3 uses of Strength to counter “Great Strength”

    • Strong Blow: Perform a melee attack with a Stave or Heavy weapon, inflicting “Knockback 5”

    • Other: Game Staff may designate a scenario specific use for “Strength”

Use Focus (-=Focus): You can augment this Skill, invoking it “Focused Strength”. This allows you to spend 1 Focus instead of receiving “Self-inflict 2”


COMPLEX SKILLS

ATHLETICS

(Complex Fighter/Runner; Active-HP, Self-Inflict, Aug)

Requires: Any two basic Runner and/or Fighter skills

You can exhaust yourself to perform feats of physical quickness and skill.

  • Step 1: Invoke “Athletics”

  • Step 2: Receive a “self-inflict 2”, mentally deducting 2 points from your HP.

    • Self-inflicts cannot be negated or redirected.

  • Step 3: If you still have 1+ HP, you can choose one of the effects below

    • Climb: Halve (round up) the required Climb count of an obstacle (Normally Climb-10). This requires one or two free hands

    • Dash: If you use Flee the Scene, augment it and invoke it as “Athletic Flee the Scene”. This reduces the required Concentration count to a Conc-3.

    • Duck: If you use the Dodge defense, you can augment it and invoke it as “Athletic Dodge”. When you do this, you may respond “Negate” to 3 different Ranged attacks within the next 3 seconds.

    • Slip Free: Escape a Basic Rope or Chain while it is binding you

    • Swim: In a hazardous water or quicksand scenario, invoke “Athletics, 5 seconds” to keep afloat and move normally for 5 seconds before you sink and drown (unless you can breathe water). This requires one or two free hands. Normally, characters can swim and float in calm waters.

    • Other: Game Staff may designate a scenario specific use for “Athletics”

Use Focus (-Focus): You can augment this Skill, invoking it “Focused Athletics”. This allows you to spend 1 Focus instead of receiving “Self-inflict 2”


BATTLE ASPECT 

(Complex Fighter; Active-Task/ATN, Aspect)

Requires: Any two Basic Fighter skills and the ability to make melee “Smites”

This skill allows you to mantle yourself with a Battle Aspect, allowing you to “Smite” without depleting your Focus. When you learn this Skill, you choose one of the Battle Aspects below and you are stuck with that choice unless you unlearn this Skill and learn it again or use a Milestone.

  • Step 1: Have no other Aspect ATNs on your person

  • Step 2: Write one of the Aspects below to two empty ATN slots

  • Step 3: Perform 5+ minutes of meditation in private

  • Step 4: Gain the benefits and limitations below. This Aspect lasts for 1 Event.

While thusly Attuned, you become able to gain a special status called "Valorous", provided certain conditions are fulfilled. The purpose of having the Valorous status is so that you can spend it to gain a special benefit -- how you become Valorous and what you spend it on is dependent on the specific type of Aspect.

  • Becoming Valorous: When you use Intervene or Guard to defend one of your allies from attack, you become Valorous as an Aftereffect. This lasts until one minute passes, you drop to 0 HP, or you expend it. Grav Barrier weaponry or Bloodsworn Sentinel are a few ways to continuously gain this status.

    Expending Valorous: Augment your next melee Smite attack as "Avenging Smite" so that it does not cost Focus to use. This Smite must be used against an enemy that has attacked any of your allies within the last minute.

    Restriction 1: Killing Mindset -- The Healing or Resolve you grant to yourself or others may not exceed 1 point.

    Restriction 2: One for All -- Your protectiveness and nurturing spirit is such that you are unable to use or benefit from Escape or Pursuit effects while you have living Bonded allies on the field. You may do so if granted to you by a Bonded ally or if you take one such ally with you.

  • Becoming Valorous: You become Valorous for 10 seconds when you or your weapon is hit by an attack or when afflicted by the Frenzy effect. This status also expires prematurely if you use any Defense to negate an attack upon you.

    Expending Valorous: Augment your next melee or ranged Smite attack as "Berserker Smite" so that it does not cost Focus to use but it self-inflicts “2 damage” that stacks with any other Self-inflicted damage (such as from Power Attack). This Smite must be used against an enemy that has hit you or your weapon within the last 10 seconds.

    Restriction 1: Killing Mindset -- The Healing or Resolve you grant to yourself or others may not exceed 1 point.

    Restriction 2: Recklessness -- you may not wear/wield a Shield or negate Frenzy effects while attuned to this Aspect. Those attuned to this Aspect tend to scoff at danger or not worry about details.

  • Becoming Valorous: To become Valorous for 5 minutes, cast a spell prefaced by at least 10-counts of Etheric Concentration. During E-Conc, hold a Runewand or a weapon with a Runic/Eldritchweave Augment to your forehead or aloft. This status also expires prematurely if you move faster than a walk or if you receive any Control effect or damage. The Diabolist’s Self-inflicted Pain effect does not remove the Valorous state.

    Expending Valorous: Augment your next melee or ranged Smite attack as "Channeler Smite" using the weapon above. This does not cost Focus to use and you may change its damage-type with a Skill/Trait that can change a spell’s damage-type

    Restriction 1: Killing Mindset -- The Healing or Resolve you grant to yourself or others may not exceed 1 point.

    Restriction 2: Arcane Alignment -- You need to have the Etheric Arcana skill to use this Aspect. Furthermore, you may only gain and use the Valorous status through a weapon with a Runic or Eldritchcraft Augment. This means that the weapon has to be of Advanced or Superior quality. Individuals of this Aspect tend to display the quirks of the Etheric Sphere that they are attuned to (if any).

  • Becoming Valorous: After a qConc-15 while studying a creature, you can plan the perfect attack against them. You become Valorous for 5 minutes, until you expend it, drop to 0 HP, or lose Line of Sight with your target for more than 5 seconds.

    Expending Valorous: Augment your next melee Smite attack as "Kensai Smite" so this does not cost any Focus to use. Furthermore, you may self-inflict “2 damage” to turn this attack into a Piercing attack.

    Restriction 1: Killing Mindset -- The Healing or Resolve you grant to yourself or others may not exceed 1 point.

    Restriction 2: Singular Focus -- You cannot become or stay Valorous if you carry or wield more than one weapon. Shields and Knife packs do not count against this restriction. Many individuals with this Aspect tend to be cautious, passive, and/or wary.

  • Becoming Valorous: You gain the Valorous status for 5 minutes after you successfully perform a Death Blow upon an enemy. Dropping to 0 HP makes you lose this status.

    Expending Valorous: Augment your next melee Smite attack as "Slayer Smite" so that it does not cost Focus to use.

    Restriction 1: Killing Mindset -- The Healing or Resolve you grant to yourself or others may not exceed 1 point.

    Restriction 2: Bloodlust -- you may not cure/negate Rot or Frenzy effects while attuned to this Aspect. Those attuned to this Aspect tend to seek death and danger.


POWER ATTACK 

(Complex Fighter; Melee-Attack)

Requires: Any two Basic Fighter skills and the ability to perform melee “Smite”

This Skill allows your “Smite” attacks to penetrate shields and weaponry through the options below.

Power Smite (Skill Aug; -Focus)

  • Step 1: Use a melee Smite

  • Step 2: Augment it and invoke it instead as “Power Smite”.

  • Step 3: Prefix the attack’s damage or effect with “Piercing”

  • Step 4: This inflicts the invoked damage if it hits a legal targeting area. Furthermore, Piercing attacks affect the target if it hits their wielded weapon/shield.

-- If your Smite has multiple attacks, this only affects the first one.

Claymore Style (No Aug; -Focus, self-inflict 2):

  • Wield a Heavy or Medium weapon held with both hands

  • You can prefix your Smite’s effect with Piercing

  • Unlike the above, this does not Augment the Smite, but it applies a “Self-inflict: 2 damage” effect on you. Since it is not an augment, you can apply Augments to this Smite (e.g. Avenging Smite, Dreadnaught Smite, etc)


RAIN OF BLOWS 

(Complex Fighter; Aftereffect, Overflow)

Requires: Any two Basic Fighter skills and the ability to perform melee “Smite”

With deadly speed, your weapon strikes become a driving rain of steel upon your foes. This is reflected by the options below:

Overflow Attacks (Non Aug; Aftereffect)

  • Step 1: Perform a “Smite” with a melee weapon

  • Step 2: Perform a second melee attack as an Aftereffect at the same or different Target.

  • Step 3: Invoke this attack’s damage as “X”, where “X” is Overflow** damage.

**Overflow Damage is equal to Uncapped Damage -5 (-7 with Claymore Style), with a minimum of “1 damage” and the usual damage cap. This allows you to benefit even when bonuses bring “Smite” damage past the damage limit. Overflow attacks may never be Master or Piercing attacks.

Tempest Style (Non Aug; Aftereffect): With certain weapons, you can make even more attacks.

  • Step 1: Wield a Stave or 2 Small/Medium weapons

  • Step 2: As Overflow Attacks above with the listed weapons.

  • Step 3: As an Aftereffect of the first attack, perform 2 attacks against the same or different targets. The 3rd attack inflicts Uncapped Damage minus 10 (minimum 1).

Behemoth Style (Non Aug; Aftereffect): This fighting style grants its user pushing power

  • Step 1: Wield a melee weapon alongside a Shield or use a Heavy weapon

  • Step 2: As Overflow Attacks above

  • Step 3: Instead of damage, the secondary attack inflicts “Knockback”.


ERUDITE SKILLS

BRUTAL BACKSWING

(Erudite Fighter; Aftereffect)

Requires: Any two Complex Fighter skills and any two basic Fighter skills plus the ability to perform a melee “Smite”

Even when your enemies elude you, pivot for a second, vicious attack.

  • Step 1: You have performed a melee “Smite” and it missed or is negated.

  • Step 2: Invoke “Backswing”

  • Step 3: As an Aftereffect, perform a melee attack on your initial target

  • Step 4: Mid-swing, invoke “3 damage”

-- Effects that alter the damage-type of Smite can alter this damage, but it cannot be increased or turned into a Piercing attack (except as below).

Claymore Style: Your Backswings with a Heavy, or Medium weapon held in two hands have extra momentum. You can choose to preface its damage with “Piercing”


GREAT STRENGTH 

(Erudite; Skill-Aug)

Your physical might is nigh monstrous in its capacity.

When you use the Strength skill, you may augment it as “Great Strength”. This has the following options but prevents you from using Focus for that use of Strength:

  • Harder to Counter: At least three people using Strength or one person also using Great Strength is needed to counter and negate your use of Strength.

  • Double Carry: With two free hands, you can carry two Burdensome objects or average Human bodies.

  • Greater Strong Strike: While using a medium-type weapon or larger, you may invoke “Great Strength” to inflict a “Knockback” with your next strike.

  • Greater Break Free: As per above except it applies to Advanced Rope and Chains.

  • Powerful Muscles: You are counted as three people with Strength for the purposes of any challenges or scenarios that require the Strength skill.

  • Unleash: Invoke “Great Strength” followed by “Cure Grapple” or “Cure Snare” to remove those conditions from yourself or an ally. If used on an ally, they do not take damage from this Skill although you still do.


PERFECT TECHNIQUE 

(Erudite Fighter; Aug-Attack)

Requires: Any two Complex Fighter skills and any two basic Fighter skills plus the ability to perform a melee “Smite”

This Skill represents a mastery in fighting styles, allowing for a storm of steel and death.

Tempest Style (Skill aug): With two melee weapons or a Stave weapon, your “Smite” attack gains speed and precision.

  • Step 1: Perform a Melee “Smite”

  • Step 2: Augment and invoke your melee “Smite” as “Tempest Smite”.

  • Step 3: Replace its effects with two consecutive Piercing attacks. These inflict your “Smite” damage but only the second attack may have Aftereffects (e.g. Overflow, Backswing, etc).

Claymore Style (Skill aug): While wielding a Heavy weapon or a Medium weapon in two hands, you can pour all of your strength into a weapon breaking blow.

  • Step 1: Perform a Melee “Smite”

  • Step 2: Augment your “Smite” and invoke it as “Shattering Smite”.

  • Step 3: This replaces the damage with “Sunder”

  • Step 4: On a hit, this fractures weapons or shields that it hits, preventing them from using their Properties or being used for Skills (though still usable as weaponry). If it hits a limb or a monster’s claw, it inflicts a Mangle Wound instead.

Phalanx Style (Skill aug): While you wield a Shield and a melee weapon, enemy formations fall apart against you.

  • Step 1: Perform a Melee “Smite”

  • Step 2: Augment and invoke “Smite” as “Battering Smite”

  • Step 3: Replace its normal effects with three melee attacks that inflict “Piercing Knockback” (Barrage 3)

  • Step 4: Only the third swing may have an Aftereffect and you cannot move your feet while delivering them or else you lose the unused attacks.


SUPREME ONSLAUGHT

(Erudite Fighter; Active-Periodic, Aftereffect)

Requires: Any two Complex Fighter skills and any two basic Fighter skills plus the ability to perform a melee “Smite”

Via this Skill, you can concentrate your fighting power into a brilliant, yet brutal maneuver. Your enemies are forced to use their precious defenses or suffer greatly.

Once per Period, you may invoke this special attack as “Supreme Onslaught” choosing from the options below.. Skills or Properties that can change the damage-type of your melee attacks can also change the damage of this attack but it cannot be increased.

As per normal with Periodic effects, you may not use this Skill again until the start of the next Period and after you have completed a 10 minute Rest.

— Option 1: Whirling Onslaught — Become a whirlwind of destruction.

  • Step 1: Invoke “Supreme Onslaught”

  • Step 2: Perform up to 5 melee attacks

  • Each strike inflicts “5 damage” or a Mangle Wound.

    • You can take up to two steps between each attack.

    • At any point while using this Skill, you may stop performing these attacks to gain “Resolve 5” or perform an “Off-hand Parry” for 0 Focus as an Aftereffect. Doing this Aftereffect prevents you from making further attacks with this use of Supreme Onslaught

Option 2: Crushing Onslaught — Utterly crush your foe

  • Step 1: Invoke “Supreme Onslaught”

  • Step 2: Perform a melee attack that inflicts one of the options below:

    • Option A: Piercing Smite damage +3 (maximum 10 damage)

    • Option B: Piercing Stun

    • Option C: Piercing Mangle

      As an Aftereffect, you may perform another melee attack on the same target or a different one -- this strike inflicts a “Master Knockback” effect.

— Option 3: Forward Onslaught — Barrel into your foes

  • Step 1: Perform an “Armored Rush”. While doing so, ranged damage does not halt your forward momentum.

  • Step 2: At the end of the Rush, you may perform a Barrage 2 attack as an Aftereffect.

  • Step 3: With each attack, you can choose one of the below options:

    • Option A: “Piercing 5 damage

    • Option B: “Piercing Knockback”


WALL OF BLADES 

(Erudite Fighter; Attack-Aftereffect, Defense)

Requires: Any two Complex Fighter skills and any two basic Fighter skills plus the ability to perform a melee “Smite”

Your offense provides for a bristling defense, giving you a defense even while Smiting.

Defensive Smite (Skill Aug; Aftereffect):

  • Step 1: Perform a melee “Smite”

  • Step 2: Augment and invoke it as “Defensive Smite”

  • Step 3: Within the next 3 seconds, you can invoke a special defense as an Aftereffect

  • Step 4: This defense is augmented and invoked as “Off-hand Parry”, functioning just like a “Parry” that costs 0 Focus.

Beastclaw Style (Non Aug; Aftereffect; Self-inflict 2)

— Use a melee “Smite” while using 2 small/medium weapons. This does not count as an Augment but in exchange, this inflicts “Self-inflict: 2 damage”

Phalanx Style (Non Aug; Aftereffect; Self-inflict 2)

— Use a melee “Smite” while using a weapon and a shield. This does not count as an Augment and you can perform an “Off-hand Block” instead. In exchange, this inflicts “Self-inflict: 2 damage”