The WARRIOR

 

Warriors are crusaders and mercenaries, killers and guardians, peace-keepers and martial artists. Their skills concern themselves with not merely the survival of combat but the grasping of victory against all odds. Choose this class:

  • You are focused on driving off attackers, defeating enemies, and defending allies.

  • You want to play a ranged attacker, a melee attacker, defensive fighter, or a shield of your friends/clients

  • You want to play a straightforward, action oriented character.

Complexity: Low to Medium

Strengths: combat ability, toughness, high damage attacks

Weaknesses: Dependent on weaponry, poorest access utility skills

 

Image by Nicco Salonga

Role: Support -- low to mid -- can guard allies but do little else

Role: Resilience -- mid to high -- easy access to defenses, +HP, and +Aegis skills

Role: Damage -- mid to high -- specialized in inflicting damage or control effects.

Role: Utility -- low to mid -- fewer options for out of combat abilities

STARTING APTITUDE

At character creation, Warriors may choose one Class Aptitude from the list below.

  • Whether you are sworn to defend the innocent or your clients, you can sacrifice your health to ensure their safety. You may expend Focus to use the Guard defense of the Guardian Ally skill. Alternatively, you can waive the Focus cost by self-inflicting “2 damage” and augmenting Guard as “Sentinel Guard”.

    Your maximum HP is increased by +1 if you learn either Guardian Ally or Shielding Binder.

  • When you are imbued with Resolve, your fighting spirit surges in response. If you gain the Strength skill, your maximum HP is increased by +1.

    Furthermore, as an Aftereffect to receiving “Resolve 3”, immediately gain one of the two effects below.

    • TEMPERING RESOLVE -- Invoke “Bravado, Resolve 5” to replace the gained Resolve with this new value.

    • CUTTING BRAVADO -- A basic melee or ranged attack within the next 10 seconds has its damage increased by +1. For melee attacks, this inflicts “2 damage”.

  • Your talent with weaponry gives you insight into their workings. You gain +1 to your Smite damage.

    Furthermore, you can perform Conc-30 to repair your weaponry when they are Sundered (requires Scrap Kit, see Repair Weaponry skill). This does not give you the Quick Use function.

 

SKILL DISCIPLINES

The following are the Skill Disciplines of the Warrior Class. Each Skill Discipline represents a body of knowledge or a group of similar skills.

Protect one’s self and allies in combat.

Build the will against the horrors of battle and the terrors of the world

Use and the master the art of melee combat.

Pursue enemies and seek the hidden.

Wear body armor, heavy armor or Ultraheavy armor.

User and master the arrow, the bullet or the thrown knife.

 

SAMPLE WARRIORS

Below are three pre-generated Warrior Characters. By no means are these the only way to build Warrior characters, but they are samples that can be used as-is or altered. Although they excel in combat, Warriors shine especially well when reinforced with allies or reinforcing them: for example, tactical flanking or defending one’s healers/binders.

Using bullets or arrows, these folk can pierce through the thickest of carapaces or the most armored of furs. 

Whether quenching their wrath or taking profit from monster corpses, the Monster Hunter is there to rend and tear until the job is done

These individuals are hired bodyguards, caravan guards, or similar individuals employed in “protection services”.

Defender Discipline

 

Image by Nicco Salonga

Also known as the Protection Discipline, these Skills defend their users and/or their user’s allies. Invest in this Discipline if:

  • You want to focus on improving your defenses in combat

  • You want to be able to protect others

  • You want to play a bodyguard, focus on shield use, or play an armored juggernaut.

Relevant Rules:

Skill Augments: Other Skills and items may allow you to augment these defenses for greater functionality or to bypass certain limitations. (E.G. “Uncanny Defenses” allows you to augment a defense and prefix it with “Uncanny” in order to bypass the limitation on Ambush attacks

  • Aftereffects: abilities that can only be used as a response to a specific occurrence. For simplicity’s sake, these have the following limitations:

  • One Aftereffect only: if you have multiple options you can use to respond to a specific occurrence, you may only choose one of them. On the other hand, a single occurrence may activate an Aftereffect from multiple affected people.

  • Can’t follow your own Aftereffect: You may not use an Aftereffect in response to your own Aftereffect. However, you can use one as a response to someone else’s Aftereffect.

DISCIPLINE OVERVIEW

BASIC SKILLS 

Battle Bracing: After you use a Defense, gain Resolve 1 as a step effect. 

Guardian Ally: Gain the ability to use the Guard or Intervene defenses.

Stalwart Defense: Gain the ability to use the Block, Dodge, or Parry defenses.

COMPLEX SKILLS

Block and Bash: Inflict defensive rebuke as an Aftereffect when you use a Defense.

Defensive Techniques: Augment a Defense based on your fighting style

Deft Deflection: Mitigate the damage of Piercing Attacks

Furious Rebuke: Knock an enemy away after they are able to injure you in melee.

ERUDITE SKILLS

Defender Aspect (ATN): Turn into a bastion of defense and protection.

Doubled Defenses: Augment your defenses to use them quickly in succession.

Nimble Defense: Use your enemy’s strengths against their allies.

Supreme Bulwark (1/P): Briefly become an impenetrable fortress.

Uncanny Defense: Use a Defense against an attack from behind.


BASIC SKILLS

BATTLE BRACING

(Basic Defender; Aftereffect-Defense)

Your defensive skill rallies your willpower against injury. This Skill is used as per below:

  • Step 1: Use Dodge, Parry, or Block

  • Step 2: Invoke “Resolve 1”, as an Aftereffect* of the defense

  • Step 3: Mentally take note of your Resolve total

Special: If you have the Willful Tenacity ATN, you gain “Resolve 2” instead.

GUARDIAN ALLY

(Basic Defender; Active-Focus, Defense, Aftereffect)

You can expertly defend your allies from attacks, although you cannot use this Skill to negate your own attacks upon them. Guardian Ally is used as per below:

  • Step 1: An ally is hit by an attack while within your step and arm’s reach

  • Step 2: As a Reaction, expend 1 Focus.

  • Step 3: Tap your ally via melee touch (i.e. melee weapon or hand)

  • Step 4: Invoke a Defense from below, each has its own limitations*

  • Step 5: Negate the attacks upon your ally, specifically those within the last second.

  • Step 6: Stop forward momentum and/or take 1 step away from your ally

Guardian Ally Options

— Option 1: “Guard” - Must be wielding a shield or melee weapon. Cannot negate Ranged attacks and/or Master attacks (e.g. “Master 3 damage”)

— Option 2: “Intervene” - Negate the attacks but transfer them to yourself, suffering their effects. Cannot negate Master attacks (e.g. “Master 3 damage”)

This Skill also allows for one additional function:

Bonded Guardian (Aftereffect) Whenever you defend others, you can extend that defense to your Bonded allies.

  • Step 1: Use “Guard” or “Intervene”

  • Step 2: As an Aftereffect, you immediately repeat that defense on a different ally, who must be Bonded to you via the Bond of Blood, Bond of Oaths, or Bond of Command skill.

  • Step 3: Invoke this augmented defense as “Bonded Guard” or “Bonded Intervene”, waiving its Focus cost.

  • Step 3: As per above, stop forward motion and/or take 1 step away from your ally.


STALWART DEFENSE 

(Basic Defender; Active-Focus, Defense)

This skill reflects fundamental but lifesaving defensive training. This allows a person to negate one or more attacks they just received via the Defenses below. Using this Skill is detailed below:

  • Step 1: Receive a melee or ranged attack

  • Step 2: Expend 1 Focus, mentally noting your new total.

  • Step 3: React with a Defense from the list below, each has unique limitations*.

  • Step 4: Retroactively negate the mentioned attacks below:

  • Step 5: Stop forward momentum and/or take 1 step back.

Stalwart Defense Options:

Option 1: “Block” - must be wielding a shield that is not Sundered. Cannot negate “Master” attacks or Ambush-type attacks.

Option 2: “Dodge” - can’t be used with worn Armor or while slowed/immobile (e.g. Hobbled, Snared, Grappled, Tied up, etc). Cannot negate “Master” attacks or Ambush-type attacks.

Option 3: “Parry” - must be wielding a melee weapon that is not Sundered. Cannot negate Ranged, “Master” attacks, or Ambush-type attacks.

Definitions:

  • Master attacks: These attacks will be prefixed with “Master” (e.g. “Master: 5 damage”). They can only be negated by defenses prefixed by “Master”, which are rare,

  • Ambush attacks: These are attacks that hit a subject from behind AND upon their back torso.

  • Ranged attacks: These are attacks delivered by voice/global, packet, or foam dart.


COMPLEX SKILLS

BLOCK AND BASH

(Complex Defender; Defense-Aftereffect)

Requires: Any two Basic Defender skills plus the ability to use one of the listed defenses.

You can strike powerfully at your enemies after you’ve defended against their attacks.

  • Step: 1: Receive an attack (or your ally is attacked for Guard)

  • Step 2: Use “Guard”, “Block”, or “Parry” to defend against them

  • Step 3: As an Aftereffect, use one of the options below within the next 3 seconds, depending on what weaponry you are wielding.

Option 1: Any Style (Aftereffect):

-- Perform a melee attack with any type of melee weapon. This inflicts “Knockback”

Option 2: Behemoth Style (Aftereffect)

-- With a Heavy weapon or a melee weapon and Shield, perform a melee attack. This inflicts your choice of “Piercing Knockback” or “Hobble”.

Option 3: Tempest Style (Aftereffect)

-- While using a Stave or 2 small/medium weapons, perform a melee attack. This inflicts your choice of “Knockback”, “Hobble” or “3 damage”. This damage’s type can be modified by anything that alters “Smite” damage type,


DEFENSIVE TECHNIQUES

(Complex Defender; Defense-Aug, Aftereffect)

Requires: Any two Basic Defender skills

Your weapon training allows you to augment your martial defenses. This manifests in the following subfunctions:

Defend and Fade (Aug, Aftereffect): When you use “Parry”, you can augment and invoke it as “Fading Parry”. This has the following benefit:

  • Aftereffect: In the next 10 seconds, invoke “Minimal” once and stop forward momentum to reduce the damage of an attack you received to 1 point. It keeps its damage type. This has no effect on Control effects or basic attacks,

Behemoth Style (Aug, Aftereffect): While wielding a weapon and a Shield, a Heavy-type weapon, or a Medium weapon in two hands, you can brace yourself and tank a second brutal hit. This requires that you use “Block” or “Parry” and augment it as “Forward Block” or “Forward Parry”.

  • Forward: Instead of stopping forward momentum, you can take 5 steps forward if it is safe and there is no one within melee reach.

  • Aftereffect: In the next 10 seconds, invoke “Negate” if you are hit by a melee attack.

Tempest Style (Aug, Aftereffect): While wielding 2 Small/Medium weapons or a Stave weapon, you can perform whirling technique that makes hits harder to land .When you use “Parry”, augment and invoke it instead as “Spinning Parry” This has additional effects as per below:

  • Ranged Parry: It can be used against Ranged attacks

  • Aftereffect: In the next 10 seconds, invoke “Minimal” as per Fading Parry. However, you can invoke “Minimal” up to two times in the next 10 seconds.


DEFT DEFLECTION

(Complex Defender/Masker; Active-Damage, Piercing-Defense)

Requires: Any two Basic Defender or Masker skills

Through cunning and/or agility, you are able to use this Defense to deflect the worst of a Piercing attack. Normally, Piercing attacks that hit one’s wielded weapon/shield are considered to have hit their wielder,

  • Step 1: A Piercing attack hits your wielded Shield/Weapon

  • Step 2: Invoke “Deflect” in response as an Aftereffect defense

  • Step 3a: The attack’s damage is reduced to 2, though it retains its damage type.

  • Step 3b: If this attack’s damage is 2 or 1, then it negates the attack.

  • Step 4: Safely stop forward momentum AND take one step away from your attacker(s).

Skill Limitations: This skill does not work on Control effects, Psychic attacks, or Shadow attacks unless you have certain Skills:

  • Resist Fear or Veiled Visage: “Deflect” Psychic attacks

  • Resist Warp or Quell the Warp: “Deflect” Shadow attacks

Usage with Armored Rush: If you are using this with Armored Rush, you need not stop forward momentum/take one step away vs. ranged attacks that you “Deflect”.


FURIOUS REBUKE

(Complex Defender; Defense-Aftereffect)

Requires: Any two basic Defender skills

You lash out when injured, allowing you to drive your foes back.

  • Step 1: Take damage from a melee attack.

  • Step 2: Invoke “Rebuke” in response, as an Aftereffect

  • Step 3a: Perform a Melee attack vs. your aggressor

  • Step 3b: Invoke and inflict “Knockback 5”

  • Step 4: “Rebuke” can’t be used again until after approximately 10 seconds

Claymore Style: If you have a Battle, Defender, or Dodger Aspect active, you can empower your retribution with a two handed weapon. While wielding a Heavy weapon, or a Medium weapon in both hands, you may inflict “Piercing Knockback 5” instead.


ERUDITE SKILLS

DEFENDER ASPECT 

(Erudite Defender; Active-Task/ATN, Resolve, Defense-aug, Aspect, Aftereffect)

Requires: Any two Basic Defender skills and any two Complex Defender skills

This skill allows you to mantle yourself with a Defender Aspect, allowing you additional defensive options. When you learn this Skill, you choose one of the Defender 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.

  • You are a fortress of defense and Resolve for your allies.

    Becoming Valorous: Perform the Block, Parry, Guard, or Intervene defense. As an Aftereffect, gain the Valorous status for 5 minutes, until you expend it, or become unable to use Defenses (e.g. Pain, Downed, etc). Bloodsworn Sentinel, Shielding Binder, and Grav Barrier weaponry are good ways to continuously gain Valorous.

    Expending Valorous: Augment and prefix your Intervene or Guard defenses with “Bastion”, waiving the Focus cost then imbue an ally with a “Resolve 1” via melee touch- you cannot replace this Aftereffect. If you have Bloodsworn Sentinel, you can grant “Resolve 2” to your ally instead.

    Restriction 1: Defensive Mindset -- the damage of your weapon attacks or spells may not exceed one point of damage. Death Blows are exempt from this restriction.

    Restriction 2: All for One -- 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: Perform the Block, Parry, or Aegis defense to gain the Valorous status as an Aftereffect. It lasts until 5 minutes have passed, you move faster than a walk or until you drop to 0 HP. Gaining the Quick Patch status from an ally or self-repair is a good way to continuously gain Valorous.

    Expending Valorous: Perform a “Smite” attack prefixed with “Dreadnaught” -- this augments it so that the Focus cost is waived and as an Aftereffect, imbues you with “Resolve 2”. This is “Resolve 3” if you have Willful Tenacity.

    Restriction 1: Defensive Mindset -- the damage of your weapon attacks or spells may not exceed one point of damage. Death Blows are exempt from this restriction.

    Restriction 2: Armored Will -- You must be wearing Heavy or Ultraheavy Armor to gain or expend the Valorous status. Individuals with this Aspect are often overconfident and reckless in and out of battle.

  • Becoming Valorous: After taking 15 steps that cover at least 15 feet away from where you started counting, you become Valorous for 5 minutes, until you expend it, or you stop moving for more than 5 seconds, or take any damage/Control effect.

    Expending Valorous: Augment a Dodge as “Zephyr Dodge” to waive the Focus cost. As an Aftereffect, you must gain “self-inflict Pain 10” immediately from the strain of doing so - you cannot replace this Aftereffect.

    Restriction 1: Unfettered -- You may not gain or expend “Valorous” while wearing Body Armor, Heavy Armor, or Ultraheavy Armor.

    Restriction 2: Distracted Mindset -- The Healing or Resolve you grant to yourself or others may not exceed 1 point. Individuals with this Aspect are prone to be easily distracted or prone to multitasking as they attempt to pay attention to as many stimuli as possible.


DOUBLED DEFENSES

(Erudite Defender/Runner; Defense-Aftereffect)

Requires: Any two basic Defender skills and any two Complex Defender skills

Your skill allows you to buttress your defensive techniques with even more defense.

Any Style (Aftereffect)

  • Step 1: Use “Dodge”, “Parry” or “Guard”

  • Step 2: Within the next 3 seconds, invoke “Expert Guard” to defend a nearby ally. “Expert Guard” is augmented and is an Aftereffect to the initial defense and does not cost additional Focus to use.

Beastclaw Style (Aftereffect)

  • Step 1: Use “Parry” while wielding two Small/Medium weapons,

  • Step 2: Within the next 3 seconds, invoke “Off-hand Parry” to negate a melee attack “Off-hand Parry” is augmented so that it does not cost additional Focus and is an Aftereffect to the initial defense.

Phalanx Style (Aftereffect)

  • Step 1: Use “Block”

  • Step 2: Within the next 3 seconds, invoke “Off-hand Block” to negate an attack. “Off-hand Block” is augmented and is an Aftereffect to the initial defense and does not cost additional Focus to use.


NIMBLE DEFENSE 

(Erudite Defender; Defense-Aug, Aftereffect)

Requires: Any two basic Defender skills and any two Complex Defender skills

You can redirect an attack onto a nearby target, forcing enemies to strike their own allies.

  • Step 1: Be subject to an attack

  • Step 2: Use the Dodge, Block, Parry, or Aegis defense to negate the attack.

  • Step 3: Augment and prefix the defense with “Veering” (e.g. “Veering Block”)

  • Step 4: As an Aftereffect, make a melee attack against a different creature

  • Step 5: In mid-swing, invoke “Piercing” followed by one of the damage or effects you just negated.

-- This may not target the source of the original attack

-- You may not take more than one step during the Aftereffect.


SUPREME BULWARK

(Erudite Defender; Active-Periodic, Defense-Aug, Aftereffect)

Requires: Any two basic Defender skills and any two Complex Defender skills

Concentrating your defensive prowess into a single moment, you can briefly become an impenetrable fortress

Once per Period, use this Skill as per below. As a Periodic Skill, it cannot be used again until the next Period and after you have completed a 10 minute Rest.

  • Step 1: Invoke “Supreme Bulwark”

  • Step 2: Gain the “Bulwark” status for 10 seconds. Its benefits are listed below

  • Step 3: Invoke and gain “Resolve 5” as an Aftereffect after you lose “Bulwark”. This bypasses any limitations you might have that reduces the Resolve you grant yourself.

Bulwark Status benefits:

  • Duration: This lasts for 10 seconds unless you are Downed/Critical, you move faster than a slow walk, or you expend all of its defenses below

  • Defenses x5: Use “Dodge”, “Block”, “Parry”, and/or “Guard” up to five times without expending Focus. After using the 5th defense, Bulwark ends.

  • Master-level: Prefix these defenses with “Master”, allowing them to negate Master-level attacks.


UNCANNY DEFENSE

(Erudite; Defense-Aug)

Your skills are honed well enough to protect you even from sneak attacks.

  • Step 1: You receive 1 or more attacks, including an Ambush-type attack

  • Step 2: You are about to use “Block”, “Dodge”, or “Parry” as a Reaction to them.

  • Step 3: Invoke the defense but prefix it with “Uncanny” (e.g. Uncanny Dodge)

  • Step 4: This works as normal, but you can also negate Ambush attacks.

In addition, if you are suffering from a Blind effect of any duration, you are able to use these augmented defenses. Normally, you would not be able to use most defenses while Blinded.

Defiant Discipline

 

Sometimes called Willpower training, this Skill Discipline is focused on the steeling of your will against that which would hinder you. Invest in this Discipline if

  • You want to play an iron willed character that shrugs off pain

  • You want to improve your use of Concentration skills

  • You want to be resistant to fear, horror, and traumatic injury.

Relevant Rules: Control effects are special afflictions that cause a loss of “control” for your character. This may mean that one of your limbs becomes temporarily disabled, or you become unable to use any Active Skills.

Control Durations: Strike → Wound → Blight → Ongoing/Affliction

  • Strike effects last for 30 seconds except for Knockback and Pull, which last for 10 steps If followed by a number, the Strike lasts for that many seconds or steps. For example, a Rot 20 lasts for only 20 seconds.

  • Wound effects last until they are removed by an effect that Cures Wounds.

  • Blight effects last until they are removed by an effect that Cures Blight. Because Blight represents poisons or magical effects, Cure Blight effects are harder to find.

  • Ongoing effects last until the Disease or Curse or similar condition that causes them expires or is Cured.

 DISCIPLINE OVERVIEW

BASIC SKILLS

Grim Defiance: "Defiance" can cure all Wound and Strike effects from yourself.

Iron Defiance: Spend Focus to cure yourself of a Strike or a Pain-Wound

Steady Concentration: You can walk while Concentrating or Targeting.

COMPLEX SKILLS

Mental Shield: Negate inquiries and psychic attacks upon your thoughts

Resist Fear: Protect yourself against Fear effects

Sudden Defiance: Instantly use "Defiance" instead of waiting 5 seconds first.

Zealous Defiance: Grant yourself Resolve after using "Defiance"

ERUDITE SKILLS

Bloodied but Unbowed: Hurt yourself to "Defiance" without using Focus.

Grim Recovery: Concentrate to remove all Wounds and Strike effects from yourself.

Iron Concentration: Damage does not disrupt your Concentration or Targeting..

Resist Warp: Protect yourself against Warp attacks

Supreme Defiance (1/P): Give yourself a second wind through willpower alone


BASIC SKILLS

GRIM DEFIANCE

(Basic Defiant; Defense-Aug)

Requires: Iron Defiance

You can push through wounds, acting as if they were nothing.

  • Step 1: Be suffering from any Strike effect and/or any Wound effect

  • Step 2: After 5+ seconds, expend 1 Focus

  • Step 3: Augment Defiance and invoke it as “Grim Defiance”,

    • Skills cannot have more than 1 Augment when used and invoked.

  • Step 4: This cures you of all Strike effects and all Wound effects

Powering through your wounds exacts a price. At the end of 10 minutes or when you are no longer in battle (whichever happens last, aka end of scene), you receive a “Self-Inflict 2”. Subtract 2 damage from your HP total. This damage cannot be reduced, negated, or redirected.


IRON DEFIANCE 

(Basic Defiant; Active-Focus, Cure)

You have trained your will to be strong enough to persist through pain and other effects.

  • Step 1: Be suffering from a Strike effect or a Pain Wound

  • Step 2: After 5+ seconds, expend 1 Focus

  • Step 3: Invoke “Defiance”

  • Step 4: This cures you of all Strike effects and of any Pain Wound effect.


STEADY CONCENTRATION 

(Basic; Conc-Aug)

Through training, you are able to maintain your concentration or aim while walking.

When you perform a Concentration or Targeting count, you can augment and prefix each count with “Steady” (e.g. “Steady concentration 1, Steady concentration 2, etc”)

While thusly Augmented, you can move at a slow walk while Concentrating or Targeting, to a maximum of 2 paces per count


COMPLEX SKILLS

MENTAL SHIELD

(Complex Defiant; Active-Defense)

Requires: Any two Basic Defiant skills including Iron Defiance

You can shrug off mental attacks and prying minds with sheer willpower.

  • Step 1: Receive an Inquiry effect or an attack that inflicts “Psychic” or “Shadow” damage

  • Step 2: As a response, expend 1 Focus

  • Step 3: Augment Defiance and invoke it as “Mental Defiance”,

  • Step 4: This negates the Inquiry effect or Psychic/Shadow damage you received.

Additional Effect: After you use this -- you may invoke “No effect” against Inquiry effects for the next 10 minutes.

Take note: Unlike the normal use of Defiance, you do not need to wait 5 seconds after receiving the effect to negate it.


RESIST FEAR

(Complex Channeler/Defiant; Active-Focus/Resolve , Fear-Defense, Resist)

Requires: Any two Basic Channeler/Defiant skills

You have hardened your mind to fear. This skill has the following subfunctions:

Resist Fear (Resolve)

  • Step 1: Have Resolve 1 or more and receive a “Fear”attack (e.g. Fear Aura, Fear)

  • Step 2: As a Reaction, invoke “Resist Fear”

  • Step 3: You negate this attack.

  • Step 4: For the next minute approximately, you can negate such attacks by taking 2 steps away after being struck.

** Creatures using the Fear Aura ability inflict Psychic damage to anyone that hits them in melee. Resist Fear allows you to engage such foes with less danger.

Withstand Fear (-Focus): Use this if you do not have Resolve to use Resist Fear

  • Step 1: Receive a Fear attack

  • Step 2: As a Reaction, expend 1 Focus

  • Step 3: invoke “Withstand Fear”

  • Step 4: This negates the attack and imbues you with “Resolve 3”

  • Step 5: Mentally take note of your Resolve total

Endure Psychic (-Focus): You can make yourself resistant to Psychic damage.

  • Step 1: Receive an attack that inflicts Psychic-type damage. You cannot use Endure Psychic if you were struck with non-Psychic damage within the last second.

  • Step 2: As a Reaction, expend 1 Focus

  • Step 3: invoke “Endure Psychic”

  • Step 4: This negates the attack

  • Step 5: This endurance persists for the next 10 seconds You can invoke “Negate” against the next 3 Psychic attacks you receive, nullifying said attack.

Relevant Rules - Resolve is a special resource pool that persists until depleted, until 10 minutes pass, or until the current combat ends. Receiving any damage depletes Resolve before it depletes HP. Some effects can increase this amount. Receiving Resolve always overlaps with and never adds to your current Resolve total.


SUDDEN DEFIANCE 

(Complex Defiant; Aug-Defiance)

Requires: Any two Basic Defiant skills including Iron Defiance

Your mind can quickly shrug off pain and similar hurts.

When you use Iron Defiance, augment it and invoke it as “Sudden Defiance”. This allows for the following benefits:

  • Immediately use it instead of suffering the effect for 5 seconds first

  • Reduce the damage of an attack to 2 points. It keeps its damage type but you can use this on Ambush attacks.


 

ZEALOUS DEFIANCE 

(Complex Defiant; Defense-Aftereffect, Resolve, +HP, Bond)

Requires: Any two Basic Defiant skills including Iron Defiance

Faith in your allies or in your order reinforces your resolve.

Zealous Health: Increase your maximum HP by 1 if you fulfill either of the following requirements. This may not exceed 10 points (aka the HP cap)

  • You have the Blood-bound, Oath-bound, or Liege-bound attunement.

  • Your Archfaction Loyalty is Tier 2 (Operative) or higher

Zealous Resolve (Aftereffect): While fulfilling either of the above requirements, you can follow the use of “Defiance” with an Aftereffect: invoke “Resolve 3” to gain said benefit.


ERUDITE SKILLS

BLOODIED BUT UNBOWED 

(Erudite Defiant; Defense-Aug, Self-inflict, Cure-Strike/Wound)

Requires: Any two Complex Defiant skills and any two Basic Defiant skills including Iron Defiance

You may exhaust yourself to resist effects that would render you insensate. This skill is used as below:

  • Step 1: You are suffering from a Strike effect and/or a Wound effect

  • Step 2: After 5+ seconds, augment Defiance, invoking it as “Bloody Defiance”

  • Step 3: This waives the Focus cost and cures your Strikes and Wounds

  • Step 4: Immediately, receive Self-inflict Pain and Self-inflict 2*

-- As usual, Self-inflict effects cannot be negated, reduced, or redirected but they can be cured or healed.

-- If this damage brings you to 0 HP, you are brought to your Critical Death Count and will die in 30 seconds if unassisted.


IRON CONCENTRATION 

(Erudite Defiant/Slinger; Conc-Aug)

Requires: Any two Complex Defiant/Slinger skills and any two Basic Defiant/Slinger skills

Your trained mind allows you to maintain concentration even through injury.

When you perform a Concentration or Targeting count, you can augment and prefix each count with “Iron” (e.g. “Iron concentration 1, Iron concentration 2, etc”) You may not have more than one augment on your Concentration or Targeting at a time.

While thusly augmented, attacks that inflict damage no longer interrupt your Concentration or Targeting count, unless that type of damage is Bane to you. You cannot use this augment while you are at 0 HP or on First Aid. Take note that you are still affected by the damage even if it does not interrupt your count.

Note: If using Iron Concentration while “interlinked” with a target, your Concentration is only disrupted if your target receives Bane damage (to you) or a Control effect.


GRIM RECOVERY

(Erudite Defiant/Scrapper; Active-Conc, Cure Wound)

Requires: Any two Complex Scrapper/Defiance skills and any two Basic Scrapper/Defiance skills

You can power through hurts and wounds even without using Focus.

  • Step 1: Be suffering from a Strike and/or a Wound

  • Step 2: Receive a “Self-inflict 2 damage”*

  • Step 3: Perform Conc-30

    • This is augmented by and prefixed with “Painful” (e.g. Painful concentration 1, etc)

    • Unlike normal concentration, this can be performed while affected by a Control effect (except for Dominate and Frenzy)

  • Step 4: Upon completion, invoke “Grim Recovery”

  • Step 5: You are Cured of Wounds and Strikes.

*If this damage brings you to 0 HP, you are brought to your Critical Death Count and will die in 30 seconds if unassisted.


RESIST WARP

(Erudite Channeler/Defiant; Active-Resolve, Aura/Warp-Defense, Resist)

Requires: Any two Complex Defiant/Channeler skills and any two Basic Defiant/Channeler skills

Through rite or willpower, you can resist deathly and maddening energies. This skill has the following subfunctions::

Resist Warp (Resolve): This works exactly as Resist Fear except that it functions against “Warp” attacks.

Withstand Warp (-Focus): Use this if you do not have Resolve to use Resist Warp. This is otherwise as per Withstand Fear, except against “Warp” attacks.

Endure Shadow (-Focus): You can make yourself resistant to Shadow damage. This is as per Endure Psychic, except against Shadow.


Some creatures are not meant to be in this world and their very existence is a blight upon physics and reality. Fighting them is difficult and dangerous for most – but not for those who have honed their will and mind to a fine edge.  

— Resist Warp: While you have at least 1 Resolve, you may respond with “Resist Warp” when you are subject to an attack with the word “Warp” in it, such as “Warp Aura” or “Warp Talon” -- negating their harmful effects and requiring two steps away from them. Warp attacks typically come from fearsome or mind-rending monstrosities that inflict Shadow damage or Blind effects. 

  • Without this Skill, using melee attacks to strike a creature using “Fear Aura” is perilous: doing so inflicts Psychic damage to the melee attacker = the amount the creature just invoked. Using ranged attacks does not have the same detriment.

— Withstand Warp (1 Focus): If you do not have Resolve, you may expend 1 Focus to augment this skill and invoke it as “Withstand Warp” as a response to a Warp attack. This negates the attack and grants you “Resolve 3”

— Endure Shadow (1 Focus): Invoke “Resist Shadow” to negate all (non-Master) Shadow damage that just hit you within the last second. You are not able to use this if you have also been struck by a non-Shadow attack within that time frame. Take two steps away from the source of the attack. 


SUPREME DEFIANCE 

(Erudite Defiant; Active-Periodic, Aftereffect)

Requires: Any two Complex Defiant skills and any two Basic Defiant skills

Through willpower you can defy adversity to incredible levels and give yourself a second wind.

Once per Period, choose one of the options below to use this Skill. As a Periodic Skill, it cannot be used again until the next Period and after you have completed a 10 minute Rest.

-- Option 1: Second Wind --

  • Step 1: Be suffering from a Control effect of Strike, Wound, or Blight duration

  • Step 2: invoke “Supreme Defiance”

  • Step 3: Cure all Strike, Wound, and Blight effects upon you

  • Step 4: As an Aftereffect, invoke “Resolve 5” to gain that effect. .This bypasses any limitation on granting Resolve that you may have except for the Resolve Cap of 5.

-- Option 2: Sickness Begone --

  • Step 1: Be suffering from a Disease or Curse of Basic or Greater level.

  • Step 2: Approach Game Staff

  • Step 3: Inform them that you are using “Supreme Defiance”

  • Step 4: You cure all Diseases and Curses of Basic or Greater-level. Have Game Staff sign off on its cure. On your Character Sheet’s back, note down this Skill and what period it was used.

-- As per usual, curing a Disease or Curse does not return that Attunement slot for use until the next Event. Furthermore, this does not cure Anathemic, Incurable, or Pyrrhic Afflictions.

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”

Hunter Discipline

 

Image by Nicco Salonga

Also called Perception training, the Hunter Discipline allows for the discovery of ambushes and the pursuit of fleeing prey. Invest in this Discipline if:

  • You want to play a tracker of monsters or a seeker of bounties.

  • You don’t want to be ambushed or miss hidden clues.

  • You want to be able to pursue enemies that use Escape effects.

DISCIPLINE OVERVIEW

BASIC SKILLS

Discern Details: Ascertain characteristics via a close inspection

Keen Perception: Locate Concealed creatures or details after a Concentration count.

Pursue Quarry: Chase down a creature that is using an Escape effect. 

COMPLEX SKILLS

Double Take: Discover details about a nearby individual through observation.

Eagle-Eyed: Uncover and reveal skilled creatures that are attempting to hide.

Lead the Hunt: Chase down an escaping quarry and bring bonded allies with you.

Sharpened Senses: You can quicken Keen Perception and apply it offensively.

ERUDITE SKILLS

Insightful Aspect (ATN): Hone your senses to a fine edge and defend your allies.

Keened Defense: After you use Perception or Deduction, your defenses are heightened

Master Tracker: Have a shot ready for when you close in to your prey.

Perfect Accuracy: You may re-try weapon attacks if you miss or if your Target dodges.

Supreme Awareness (1/P): Quickly use Perception and avoid a Master attack


BASIC SKILLS

DISCERN DETAILS

(Basic Hunter; Active-Focus, Sense, Examine)

Through inspection, you are able to ascertain characteristics from someone or something nearby: This skill has two functions.

Discern Creature (qConc-3; Examine): discover a target’s identity or species

  • Step 1: Point at a creature within 5 paces of you

  • Step 2: While doing so, perform 3-counts of quiet Concentration (aka qConc-3)

  • Step 3: If uninterrupted, invoke “Examine - what are you?”

  • Step 4: Your target answers truthfully OOG with one of the following

-- Option 1: Identity: a common name they are known by

-- Option 2: Species: such as Human or Blood Geist. Or even a specific subtype such as Seraph or Slaughter Geist.

Sense Valuables (Conc-5. -Focus; Sense): When you use the Scavenge baseline skill, you can invoke “Quick Scavenge” and expend 1 Focus after Conc-3. This allows you to quickly loot an inert body but remember that looting other PCs counts as PVP and has a different ruleset.

Discern Flaws (qConc-30; Examine): discern a creature’s weakness or resistances

  • Step 1: Be within arm’s reach of a living or dead creature, ideally immobile

  • Step 2: Perform qConc-30 while remaining in reach and simulating study

  • Step 3: If uninterrupted, ask one of the questions below.

-- Option 1: “Examine <species> - What are you vulnerable to?”

-- Option 2: “Examine <species> - What are you resistant to?”

  • Step 4: If the correct species is spoken, the PC or NPC being asked must answer truthfully OOG. Due to the vastness of the cosmos, there are eldritch entities that defy identity.


KEEN PERCEPTION

(Basic Hunter; Active-Conc/Focus, Ranged/Melee-Sense)

You are able to see Concealed creatures, Concealed items, and ghost-like spirits or shoot at a vital area via the procedure below. Even unactivated, this skill warns you of their presence but not their location/positions.

  • Step 1: Perform 10 counts of Concentration (aka Conc-10)

  • Step 2: Expend 1 Focus

  • Step 3: Loudly invoke "Perception" or “Precise Shot”

  • Step 4: If you invoke “Perception”, you gain the "Perceiving" status for the next 10 minutes (approximately). see below.

While Perceiving:

-- See hidden: You can see Concealed individuals (crossed arms over chest) and Spirits (purple/blue headbands).

-- Talk to spirits: Spirits can understand you if you are within step and arm’s reach

-- Additional info: A Game Marshall may point out a Concealed item to you or clarify an unknown facet of the current situation to you.

-- Unveiling-1: To remove “Concealment” from a target, invoke “Unveil” and touch them with a hand/weapon or ranged packet/dart. This does no damage and it ends your Perceiving status unless you get the ability to do it multiple times.

-- Precise Shot: Instead of gaining “Perceiving” or while in that status, invoke “Keen Shot” and shoot/throw a dart/spell packet at a non-Concealed foe. This does not need a Targ count but it does end Perceiving. This inflicts your normal weapon’s damage, “Mangle”, or “Hobble”. This can be modified by Ballistic Push or by certain Ammo Pack augments.

Limitations: You can act/attack normally except as below.

  • Keep an empty hand to your brow (as though shielding your eyes from the sun) or be holding a lamp/lantern at chest height or higher. Failing to do this ends “Perceiving”

  • This means that you can only attack with one handed weapons.

  • Damage does not disrupt you from Perceiving but being unable to use Active Skills will do so (e.g. being Downed or receiving a Pain effect).

  • This cannot reveal a person that is under a Superior Concealment effect.


PURSUE QUARRY

(Basic Hunter; Active-Focus, Pursuit)

Your tracking skills allow you to follow someone who is attempting to quickly Escape the battlefield through a Skill.

  • Step 1: A character within approximately 30 feet is using an Escape effect,

  • Step 2: As a Reaction and within the next 3 seconds, expend 1 Focus

    • Usually, you cannot use Focus skills if you have 0 Focus.

  • Step 3: Invoke “Pursue”

  • Step 4: When your target goes out of game (OOG) from using the Escape effect, you may follow them.

-- You are OOG until your prey re-enters the game (after Escape 60), putting a hand or a weapon atop your head to signal this.

-- You must not attempt to get closer while you are OOG

Skill Restrictions:

-- Proximity: You must be within approximately 30 feet when the target uses the Escape effect. Also, you must invoke “Pursue Quarry” within the next 3 seconds.

-- Mobility: You cannot be wearing Heavy/Ultraheavy armor or have your movement penalized by a Control effect.

-- Go away: After leaving a battle or a similar situation using this Skill, you may not return to it until at least 10 minutes have passed.

-- Superior Escape effects cannot be Pursued without special mechanics.


COMPLEX SKILLS

CORPSE READER

(Complex Doctor/Hunter/Reader; Active-Conc/Focus, Inquiry)

Requires: Any two Basic Hunter, Doctor, and/or Reader skills

With scrutiny and deduction, you can learn more from a corpse, or a person that does not move away from you.

  • Step 1: Choose a creature or corpse (at least 50% intact) as this skill’s subject.

  • Step 2: Perform a Conc-30 while studying the subject within your arm’s reach.

  • Step 3 Expend 1 Focus

  • Step 4: Invoke “Corpse Reader”

  • Step 5: Ask 1-3 of the questions below. -- Your insight is represented by truthful OOG answers from the subject.

-- Deception skills can negate Inquiry effects but not Examine effects.

-- If there is no corpse prop, direct questions to a Game Marshall during or after the scene via a Clue card left outside of Logistics.

  • -- ATN: “Inquiry -- are you under the effects of <specific attunement/affliction>”?

    -- Control: “Inquiry -- what Control effects are you suffering?”

    -- Death: (corpse only) “Examine -- What killed you?”

    -- Species: “Examine -- what Species are you?”

    -- Wounds: “Examine -- What was a significant attack that hit you in the last hour”

Additional Options: If you have Discern Details, Treat Injury, or Cold Reading, you can choose questions from their lists.

Skill Limitations:

-- 1/Period: You cannot use this skill on the same target again until an hour or a Period has passed (whichever comes last).

-- No distractions: This must be done out of combat (out of sight, hearing, and 50 feet)


EAGLE EYED

(Complex Hunter; Sense/Inquiry-Aug)

Requires: Any two basic Hunter skills including Keen Perception

Your mind and your senses work in tandem to discern extra details. This skill has two subfunctions:

Unveiling-3 (Skill Aug; Sense): You may augment “Keen Perception”, invoking it as “Eagle-eyed Perception”. This allows you to perform up to three Unveiling attempts instead of just one before prematurely ending your Perceiving status.

Additional Info (Inquiry, Examine; Aftereffect): Whenever you use Corpse Reader, or Discern Details, you ask one additional question from the questions list as an Aftereffect.


LEAD THE HUNT

(Complex Hunter; Active-Focus, Aug-Pursuit, Bond)

Requires: Any two basic Hunter skills including the ability to use Pursuit effects

You are able to bring allies with you when you Pursue prey. This skill grants the following benefits:

When you perform a Pursue effect (e.g. use Pursue Quarry), you may bring one or two Bonded allies with you.

-- Limitation 1: Bonded: They must be Bonded to you via Blood, Oath, or Command

-- Limitation 2: Melee reach: They must be within arm’s reach and a step of you

-- Limitation 3: Mobile: They can be wearing any armor but must not be under any effect or status that hinders/prevents them from moving (e.g. Downed, Snared, Hobble)

Furthermore, after your target has completed their Escape count, you may invoke “Resolve 1” to grant it to yourself and those you brought with you.


SHARPENED SENSES

(Complex Hunter; Active-Conc, Sense-Aug)

Requires: Any two basic Hunter skills and any two complex Hunter skills including Keen Perception

Your investigation not only reveals information but allows you to prepare a ranged attack. This skill has two subfunctions:

Swift Perception (Skill Aug; Sense): When you use Keen Perception you can augment it and invoke it as “Swift Perception”. This has the following benefit:

-- Replace the Conc requirement with qConc-5.

Perceptive Smite (Aftereffect): When you use Keen Perception and spend 1 Focus as normal, you gain the attack below as an Aftereffect:

-- Ranged Smite: You can perform a ranged “Smite” as though you had the skills to do so. This costs 0 Focus and has no Targeting count, but it is augmented as “Perceptive Smite” This Smite is an Aftereffect to the use of the Keen Perception and must be used within the next 10 minutes.


ERUDITE SKILLS

KEENED DEFENSES

(Erudite Hunter; Defense-Aug)

Requires: Any two basic Hunter skills

Your senses can warn you of danger when you surveil an area or a person. This skill has two functions:

Perceptive Defense (Skill Aug)

  • Step 1: Spend Focus to use a Sense/Examine/Inquiry skill

  • Step 2: Receive a non-Master attack in the next 10 minutes.

  • Step 3: Use “Block”/“Dodge”/“Parry”, augmented and prefixed with “Perceptive”

  • Step 4: This defense’s Focus cost is waived and its effective vs. Ambush attacks.

Uncanny Dodge/Parry (Skill Aug)

  • Step 1: You receive 1 or more attacks, including an Ambush-type attack

  • Step 2: You are about to use “Dodge” or “Parry” as a Reaction to them.

  • Step 3: Invoke the defense but prefix it with “Uncanny” (e.g. Uncanny Dodge)

  • Step 4: This works as normal, but you can also negate Ambush attacks.

In addition, if you are suffering from a Blind effect of any duration,, you are able to use these “Uncanny Dodge” or “Uncanny “Parry”. Normally, you would not be able to use most defenses while Blinded.


INSIGHTFUL ASPECT

(Erudite Hunter/Reader; Active-Task/ATN, Aspect)

Requires: Any two Basic Reader/Hunter skills and any two Complex Reader/Hunter skills

You may enter into a mental state that enhances your senses and deductive abilities.

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

  • Step 2: Write “Insightful Aspect” 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.

Snap Shot (Self-inflict 2): you may invoke “Snap Shot” to instantly perform a Missile attack with a ranged weapon (except Siege Casters)

Question Everything (Aftereffect, Clue): If you have a skill or aptitude that allows you to ask additional questions as an Aftereffect (e.g. Deep Reader, Keen Inquisitive, Eagle-eyed), you may ask one more question than normal -- this is only on Clue Cards.

Inquiring Riposte (Aftereffect): When you are subject to an Inquiry effect from an adjacent person, you are able to use an applicable Inquiry skill upon them waiving the Conc or conversation requirement., Augment it and prefix it with “Insightful”. This can be an Aftereffect to their Inquiry or to your Inquiry defense.

Improved Senses (0 Focus): When you use the Keen Perception or Pursue Quarry skill and it is after Sunrise but before Sunset or you are holding a light source in your hand, you may augment and prefix it with “Insightful” to waive the Focus cost.

Lookout (-Focus): You may use the Guard and the Intervene defenses to protect your allies from attack.

Quicker Study (-Resolve or Self-inflict 2): You gain Quick Study. If you already have it, you can self-inflict 2 damage to use Quickened Targeting or Quickened Studying - but only if you have no Resolve.

Opened Senses: Your maximum HP may not exceed 7 points.


MASTERFUL TRACKER

(Erudite Hunter; Active-Focus, Pursuit-Aug, Ranged-Attack, Bond)

Requires: Any two complex Hunter skills and any two basic Hunter Skills

Not only are you experienced enough to negotiate any distractions or trickeries that your prey might use to shake you off their trail, but also you also have them lined up for a shot as soon as they come into range.

When you use the Pursue Quarry skill, you are granted the following benefits:

Pursuing Shot: You shoot at your prey as soon as you get a clean shot.

  • Step 1A: Your Pursue Quarry target completes their Escape count and returns to game.

  • Step 1B: You are wielding a ranged weapon or are wearing a Knife Pack

  • Step 2: Invoke “Pursuing Shots”

  • Step 3: Perform 3 ranged attacks within the next 5 seconds without a Targeting count. You may not move your feet while launching these attacks.

  • Step 4: Each inflicts your Basic Ranged Attack damage or a “Hobble Wound”

The Thrill of the Chase (requires Lead the Hunt): Instead of Pursuing Shot above, you can grant “Resolve 5” to yourself and those you took using Lead the Hunt.


PERFECT ACCURACY

(Erudite Hunter/Slinger; Active-Focus, Melee/Ranged-Attack, Self-Inflict)

Requires: Any two complex Hunter/Slinger skills and any two basic Hunter/Slinger skills

When it absolutely counts, you can re-attempt a ranged attack that you missed.

  • Step 1: Your ranged attack missed or was negated by “Dodge” or “Aegis”

  • Step 2: Within the next 3 seconds, invoke “Perfect Accuracy”

  • Step 3: Receive a “Self-inflict 2 damage”, which can’t be reduced or redirected.

  • Step 4: Repeat the missed/dodged attack against the original target.

This skill cannot be used again until at least 10 seconds (approximately) have passed.


SUPREME AWARENESS

(Erudite Hunter; Active-Periodic, Sense-Aug)

Requires: Any two complex Hunter skills and any two basic Hunter Skills

With great effort, you can instantly enter the “Perceiving” status or discern information quickly. This skill is used as per below,

Once per Period, choose one of the options below to use this Skill. As a Periodic Skill, it cannot be used again until the next Period and after you have completed a 10 minute Rest.

— Option 1: All-around vision —

  • Step 1: Invoke “Supreme Awareness”

  • Step 2: As per Keen Perception, gain the “Perceiving” status and follow its mechanics.

    • Unlike Keen Perception, you can use ‘Unveiling” any number of times, but only once per person.

  • Step 3: This status ends after 10 minutes, unless it is ended by failing to fulfill its requirements or receiving an effect that prevents Active skill use.

— Option 2: Instant Answers (Aftereffect) —

  • Step 1: Be out of combat (no fighting within 50 feet, sight, or hearing)

  • Step 2: Invoke “Supreme Awareness”

  • Step 3: Use an Inquiry or Examine skill that you possess while waiving its Conc or Parley requirement.

  • Step 4: This nets you information as per normal, although you still might get a Clue Card instead of instant answers when dealing with deceptive persons.

  • Step 5: As an Aftereffect, you can ask two more questions from the same Skill’s lists (or other lists if that specific Skill allows it)

— Option 3: Saw It Coming —

  • Step 1: You receive an attack, including a Master attack and/or an Ambush attack.

  • Step 2: Invoke “Supreme Awareness, negate”

  • Step 3: You gain “Resolve 5” immediately thereafter. This cannot be increased but it is not decreased by limits to Resolve gain except for the Resolve cap of 5.

Scrapper Discipline

 

Image by Nicco Salonga

Also called Ironskin training, this Discipline is for those who wear body armor, heavy armor or ultraheavy armor. Invest in this Discipline if:

  • You want to focus on toughness and resilience

  • You want to improve on armor-dependent abilities

  • You want to play an unbreakable mountain or an unstoppable force.

Relevant Rules:

  • Resolve is a special resource pool that persists until depleted, until 10 minutes pass, or until the current combat ends. Receiving any damage depletes Resolve before it depletes HP. Some effects can increase this amount. Receiving Resolve always overlaps with and never adds to your current Resolve total.

  • Patched Status: Some skills can give armor wearers the Patched status. While “Patched”, an individual can expend it to use “Aegis” without spending from their own Aegis pool. This is invoked as “Patch Aegis” and cannot be augmented further. Unless granted as a “Lasting Patch”, this status falls off after 10 minutes or after the current combat ends (whichever happens last). “Lasting Patches” fall off at the Event’s end, if unused.

DISCIPLINE OVERVIEW

BASIC SKILLS

Armored Toughness: Increase your maximum HP further while wearing armor.

Armor Expertise: Use armor to negate attacks upon you.

Faith in Steel: Get greater usage out of Heavy and Ultraheavy armor

COMPLEX SKILLS

Armored Dodge: Gain the ability to Dodge while wearing Body Armor.

Armored Rush: Plod implacably forward despite ranged bombardment.

Elemental Endurance: Defend yourself against flame, frost, and lightning. 

Full Coverage: Increase your HP further when you wear more Armor pieces.

Human Fortress: Use your armor to guard others

ERUDITE SKILLS

Armored Resolve: Expend all of your Resolve to negate damage. 

Grim Recovery: Concentrate to remove all Wounds and Strike effects from yourself.

Iron Fortitude: Recover quickly while Downed vs. certain weaker attacks.

Supreme Toughness (1/P): Shrug off all Strikes, Wounds, and Blight and heal yourself.

Unmoving Mountain: You can resist attacks that would move you around. 


BASIC SKILLS

ARMOR EXPERTISE 

(Basic Scrapper/Survivor/Weaver; Active-Aegis, Defense-Melee/Ranged)

You are skilled in wearing armor and using its defense to deflect blows. This skill starts you with a “Maximum Aegis” of 1 Aegis and has several subfunctions:

Use Aegis (-Aegis)

  • Step 1: Wear Body, Heavy,, or Ultraheavy Armor and receive an attack

  • Step 2: As a Reaction, expend 1 Aegis. If you have 0 Aegis, stop here.

  • Step 3: Invoke “Aegis” as a defense

  • Step 4: Safely stop your momentum and/or take a step away from your attackers

  • Step 5: This will negate all the attacks you received in the last second except as below

-- No “Master” attacks: These will be prefixed with “Master” (e.g. “Master: 5 damage”)

-- No “Ambush” attacks: These are usually not prefixed but they hit a subject from behind AND upon their back torso.

Refit Armor (long task): The primary method of regaining expended Aegis is to spend 5+ minutes roleplaying your armor’s upkeep and resting. Upon completion, you regain 2 Aegis, up to your maximum Aegis for every 5 minutes spent. Take note your Aegis cannot exceed the Aegis cap of 5.

Prop Requirements: Body Armor, Heavy Armor, or Ultraheavy Armor


ARMORED TOUGHNESS 

(Basic Scrapper; +HP)

Wearing armor is second nature to you, improving your resilience while doing so.

While wearing Body, Heavy, or Ultraheavy armor, your maximum HP is increased by one – this may not allow you to exceed 10 HP (aka the HP cap).

Prop Requirements: Body Armor, Heavy Armor, or Ultraheavy Armor


FAITH IN STEEL 

(Basic Scrapper; Active-Armor, Defense, +Aegis)

Requires: The ability to use Aegis

You have honed your skills with heavier armors, using them to absorb the worst of attacks. This skill has the following subfunctions:

  • Heavy Metal (+Aegis): Your maximum Aegis is increased by +1 while you wear heavy and ultraheavy armor. This cannot exceed the Aegis Cap.

  • Heavy Aegis (Skill Aug; Resolve) Wearing heavy/ultraheavy armor has an additional benefit. You can augment and invoke the Aegis defense as “Heavy Aegis”. This has the following effects.

    • As an Aftereffect, invoke “Resolve 2” afterward, gaining that benefit.

    • That use of Aegis cannot be augmented further.

    • With Ironsoul Bravado or Ultraheavy armor, this is “Resolve 3” instead.

Prop Requirements:

  • Heavy armor is relatively flexible torso armor that is made of flexible metal materials such as chainmail or non-flexible non-metal materials.

  • Ultraheavy armor is torso armor that is made primarily of metal and is generally rigid and inflexible, such as plate armor, brigandine, or similar armor.


COMPLEX SKILLS

ARMORED DODGE 

(Complex Scrapper; Defense-Aug)

Requires: Any two Basic Scrapper or Runner skills plus the ability to use Dodge or Aegis

You can use your natural agility even while armored.

Armored Dodge (requires Dodge; Skill Aug, -Focus): You may augment and invoke the Dodge Defense as “Armored Dodge”. This has the following benefit: this use of Dodge can be done while wearing Body Armor or Heavy Armor, but not Ultraheavy Armor.

Uncanny Aegis (Skill Aug, -Aegis): If you are wearing Heavy or Ultraheavy Armor, you are able to augment the Aegis defense and invoke it as “Uncanny Aegis”. This augmented defense can be used against Ambush-type attacks to negate them. This can also be used while under the “Blind” effect.

Ambush attacks are those ranged or melee attacks that come from behind and hit your back torso.


ARMORED RUSH

(Complex Scrapper; Active-Aegis, Resolve-Aug)

Requires: Any two Complex Scrapper skills and any two Basic Scrapper skills including the ability to use Aegis

You can barrel headlong into enemy fire without slowing.

To use this, expend 1 Aegis. Replace its effects/Aftereffects with the following:

  • Point with a hand or a weapon at a single target you can see. Invoke “Armored Rush” to gain that status and the following benefit

    • Unfettered Movement: You do not need to halt forward momentum or step back when struck by ranged attacks or using defenses (e.g Dodge, Aegis, etc) against them.

      • Take note that you are still suffering from these effects.

    • No Running: For safety reasons, you cannot run, but you can move at a fast walk

Armored Rush ends when you desire or when any the conditions below occur:

  • Time Limit: Approximately one minute has passed

  • Halted Movement: You stop moving for any reason or you move away from your target. This includes being Downed or suffering from an immobilizing Control effect. Holds or similar mechanics will not interrupt an Armored Rush.

  • Interference: Being struck in melee immediately halts your approach.

  • Lost Target: You stop pointing at your target or lose sight of them for 5+ seconds


ELEMENTAL ENDURANCE

(Complex; Active, Defense-Flame/Frost/Lightning)

Requires: Any two Basic Scrapper skills

You can negate certain Flame, Frost, and Lightning attacks against you. This skill has two subfunctions below:

Energy Endurance (-Focus)

  • Step 1: Be subject to an attack that inflicts Flame, Frost, or Lightning while wearing any armor.

  • Step 2: As a Reaction, expend 1 Focus

  • Step 3: Invoke “Elemental Endurance”

  • Step 4: This defense negates all Flame, Frost, and Lightning damage that you received within the last second.

  • Step 5: For the next 10 seconds, invoke “Minimal” when hit by the above types of damage to reduce their amount to 1 point — this only affects the next three such attacks.

Elemental Aegis (-Aegis)

While wearing Heavy or Ultraheavy armor or wearing a Shield, you can use Energy Endurance above except that you expend Aegis instead of Focus and you invoke the skill as “Elemental Aegis”


FULL COVERAGE 

(Complex Scrapper; +HP, +Aegis)

Requires: Any two Basic Scrapper/Weaver skills plus the ability to use Aegis

Protecting your limbs allows you a greater capacity to absorb or deflect attacks.

You are considered “Fully Armored” if you fulfill the following requirements:

  • Torso Armor: Wear Body, Heavy, or Ultraheavy Armor

  • Armored Limbs: Wear armor or armor-like clothing on both of your arms/hands and both of your legs/feet.

  • Refit Armor: Use the Refit armor action (see Armor Expertise) to regain “Fully Armored” to gain “Fully Armored” when you don’t have it.

You lose the “Fully Armored” benefits if you spend more than 5 minutes not wearing the required props. Therefore, you can take off your gloves or your boots for a short time without needing to Refit.

Fully Armored Benefits:

  • Improved Grit (+HP): Your maximum HP is increased by one. This will not allow you to exceed 10 HP.

  • Increased Armor (+Aegis): Your maximum Aegis is increased by one point, but this cannot exceed 5 Aegis.

Prop Requirements: You must be wearing armor props on all four limbs, such as bracers, chain sleeves, tall boots, greaves, chain hauberk, etc These must be made of thick or rigid material such as quilted cloth, leather, plastic or metal. Optionally, they may feature rigid material in their make. These are untagged items and must provide 50% coverage per limb when combined with any pauldrons, sleeves, skirts, etc

If a Stigmata prosthetic/covering for an arm or leg appears armored/reinforced and fulfills the coverage requirements, then it can count as arm or leg armor for this Skill.


HUMAN FORTRESS

(Complex Scrapper; Active-Aegis)

Requires: Any two Basic Scrapper skills

Your skill with armor can also protect others, not just yourself.

Guarding Aegis (-Aegis) You can intercept an attack to mitigate it with your armor.

  • Step 1: Be wearing any Armor while a nearby ally receives a melee attack

  • Step 2: As a Reaction, expend 1 Aegis.

  • Step 3: Augment and invoke this defense as “Guarding Aegis”

  • Step 4: Touch your ally with a hand or a melee weapon

  • Step 5: You negate all melee attacks that they received within the last second, except for those prefixed with “Master”.

Armored Guard (Non-Aug; Aftereffect): Shelter others with your armor. When you use Aegis or Patch Aegis, you have access to the following Aftereffect:

  • Within the next 3 seconds, invoke “Armored Guard”

  • This applies the Guard defense to an ally you touch with a melee weapon/hand

  • This functions like an augmented version of Guard and it does not require Focus to function.


ERUDITE SKILLS

ARMORED RESOLVE

(Erudite Scrapper; Active-Resolve, Aftereffect, Defense)

Requires; Any two Complex Scrapper skills and any two Basic Scrapper skills

Confidence and skill allow you to negate physical damage upon your person. This is especially useful while supported with a source of Resolve.

  • Step 1: You must be wearing Heavy or Ultraheavy Armor and have Resolve 3 or more.

  • Step 2: You are subject to an attack that inflicts “Damage” (i.e. Physical-type damage)

  • Step 3: As a Reaction, expend all of your Resolve, mentally noting your new total

  • Step 4: Invoke “Ironclad, negate” as a Defense

  • Step 5: This negates the attack

-- This cannot be used on attacks with the Piercing or Master prefixes

Elemental Resolve: “Ironclad” has additional functions if you are wearing/wielding an Armor or a Shield with an Augment that reduces or negates Flame, Frost, Lightning, Psychic, Corrosive, or Shadow damage or grants a Skill that does so. The presence of this Augment allows you to use “Ironclad” to negate such attacks. (E.G. Coldproof weave augment allows Ironclad to negate Frost)


GRIM RECOVERY

(Erudite Defiant/Scrapper; Active-Conc, Cure Wound)

Requires: Any two Complex Scrapper/Defiant skills and any two Basic Scrapper/Defiant skills

You can power through hurts and wounds even without using Focus.

  • Step 1: Be suffering from a Strike and/or a Wound

  • Step 2: Receive a “Self-inflict 2”*

  • Step 3: Perform Conc-30. This is augmented by and prefixed with “Painful” (e.g. Painful concentration 1, etc)

    • Unlike normal concentration, this can be performed while affected by a Control effect (except for Dominate and Frenzy)

  • Step 4: Upon completion, invoke “Grim Recovery”

  • Step 5: You are Cured of Wounds and Strikes.

*If this damage brings you to 0 HP, you are brought to your Critical Death Count and will die in 30 seconds if unassisted.


IRON FORTITUDE

(Erudite; Active-Concentration, Self-Revive) 

Requires: Any two Complex Scrapper/Survivor skills and any two Basic Scrapper/Survivor skills

Your skill with armor means that lighter blows are easier to recover from.

To use this skill, you must be wearing Heavy or Ultraheavy Armor. Optionally, you can use this if your maximum HP is 10. This has the following benefits:

If you are brought to 0 HP by a melee or ranged attack that inflicts only 1 point of damage, your Self-Revive while Downed requires only 10 counts instead of 30 counts.

Replace “first aid” with “Iron Fortitude (e.g. “Iron Fortitude 1, Iron Fortitude 2, etc).

You are not able to use this Skill while you are in your Critical Death Count or if you receive 2 or more damage (any type) from a single attack while you are Downed.


SUPREME TOUGHNESS 

(Erudite Scrapper; Active-Periodic, Defense, Aftereffect, Resolve, Cure-Blight)

Requires: Any two Complex Scrapper/Survivor skills and any two Basic Scrapper/Survivor skills

Your grit and resilience allows you to withstand the worst of attacks with a grin.

Once per Period, choose one of the options below to use this Skill. As a Periodic Skill, once this is used, it cannot be used again until the next Period and after you have completed a 10 minute Rest.

Option 1: Is that all?

  • Step 1: Receive a melee or ranged attack or a trap

  • Step 2: As a Reaction, invoke “Supreme Toughness, no effect”

  • Step 3: Stop your forward momentum and/or take a step away from your attacker.

  • Step 4: This negates all attacks that you just received within the last second. This includes Ambush-type attacks and those prefixed with “Master”.

  • Step 5: As an Aftereffect, invoke “Resolve 5” and gain this effect. This bypasses any limitation on granting Resolve that you may have but it cannot be increased.

Option 2: Juggernaut

  • Step 1: Invoke “Supreme Toughness”

  • Step 2: gain the “Impervious-10” status and begin counting “Impervious 1, Impervious 2, etc”

  • Step 3: When this status ends, invoke “Resolve 5” and gain this effect. .This bypasses any limitation on granting Resolve that you may have but it cannot be increased.

Relevant Rule: Impervious-10 status

-- This lasts for 10 counts or 10 seconds (whichever comes first)

-- No damage from basic melee attacks and they stop forward momentum

-- Other attacks have their damage reduced to 1 point except for Bane damage and Siege damage (i.e. Piercing 7+ damage), which disrupts this status

-- Walk or slow walk only.

-- For this Skill use, Shadow damage is bane to you unless something else is your Bane. In that case, use the Banes that are inherent to you.


UNMOVING MOUNTAIN

(Erudite Scrapper; Active-Damage, Defense, Self-Inflict)

Requires; Any two Complex Scrapper skills and any two Basic Scrapper skills

You can root yourself in place, becoming difficult to move or to toss aside. To use this skill, see the procedure below

  • Step 1: Be wearing Body, Heavy, or Ultraheavy Armor

  • Step 2: Receive a Knockback or Pull effect

  • Step 3: As a Reaction, receive a “Self-inflict 2”

  • Step 4: Invoke “Immovable”

  • Step 5: This negates the effect.

Slinger Discipline

 

Image by Nicco Salonga

Sometimes called Marksmanship or Sharpshooting training, those who train in this Discipline do so to master the various intricacies of arrow, knife and bullet.

Invest in this Discipline if:

  • You want to play a sly sharpshooter, bold gunslinger, or versatile archer.

  • You want to focus on ranged “Smite” and improving its use

  • You want foes to burn precious defenses or fall from your brutal attacks.

Relevant Rules:

Targeting: Most ranged attacks require a Targeting count (aka Targ) before they can be launched (usually Targ-5). As per Concentration, you may not move during this count and targeting should be outwardly obvious. You may continue Targeting beyond the required count, this is called “Over-targeting”

TARGETING EXAMPLE: Targ count (5 counts) --> (Attack invocation, if any) --> Throw packet and invoke effect/damage.

DISCIPLINE OVERVIEW

BASIC SKILLS

Gunsmith: You can use a firearm to inflict Piercing attacks.

Ranged Expertise: You are able to perform the "Smite" attack with a ranged weapon.

Steady Concentration: Augment your Concentration or aim to move while doing so.

COMPLEX SKILLS

Ballistic Push: You are able to knockback an enemy using a ranged weapon. 

Bow Defense: Use a specially prepared Bow or Crossbow in melee or in defense.

Pinpoint Accuracy: When you “Smite”, inflict Control effects.

Sharpshooter Aspect (ATN): Enter a state where you can "Smite" without Focus.

ERUDITE SKILLS

Ballistic Retort: You may gain a quick shot when injured.

Iron Concentration: Allow your Concentration or aim to persist beyond damage.

Perfect Accuracy: Retry a "Smite" if it misses or is otherwise negated by a Defense.

Repeating Smite: When "Smite", you make more than one ranged attack.

Supreme Salvo (1/P): Launch a barrage of high damage attacks or Control effects.


BASIC SKILLS

GUNSMITH

(Basic Slinger/Weaponer; Active-Craft, Create-Weaponry, Ranged-Attack)

You are skilled in the use of firearms and if you can make weaponry, you can make firearms: pistols, shortarms, longarms, and siege casters.

  • Ballistic Expertise (Non-aug): When using firearms, you can opt to preface their damage or effect with “Piercing” . This can be used on firearm basic ranged attacks (aka BRAs) and firearm “Smite” attacks.

    • Piercing attacks affect a target even if they hit the target's weapon or shield.

  • Create firearms (requires Weapon Maker, or a similar Skill that creates weaponry)

    When you use a Skill to create Weaponry, you can opt to create a basic firearm weapon. If you can make higher quality weaponry, you can also create that quality of firearm.


RANGED EXPERTISE 

(Basic Slinger; Active-Focus, Ranged-Attack)

You may expend Focus to strike a distant enemy at their weak point.

To use this skill, you need to be holding a Ranged Weapon (e.g. a pistol, longbow) that is not Sundered while wearing an Ammo Pack at the same time. Alternatively, you can instead hold a Spell Packet/Thrown Knife prop while wearing a Knife Pack

  • Step 1: Perform at least 5-counts of Targeting (aka Targ-5), while aiming at your target

  • Step 2: At Targ-5 or higher, expend 1 Focus

  • Step 3: Invoke “Smite”

  • Step 4: Launch the prop/packet/foam dart.

  • Step 5: Invoke “Piercing 2 damage” mid-attack. This inflicts the invoked damage if it hits a legal targeting area or their wielded weapon/shield (because of Piercing).

Special Rules:

-- Dmg Cap: Skills and other effects can’t improve “Smite”, past the damage cap of 5.

-- Longbows, Arbalests, Shortarms, and Longarms hit for “Piercing 3 damage” instead.

-- Gecko Style: While holding 2 pistols/hand crossbows, you can apply the weapon augments of one to the other when you “Smite” or combine damage bonuses.

-- Siege caster Smites: inflict their basic ranged attack damage (aka BRA dmg). This has the benefit of being a Targ-5 instead of Targ-10.

-- Extended damage cap: longbows and siege casters have a dmg cap of 7.


STEADY CONCENTRATION 

(Basic Defiant/Slinger; Conc-Aug)

Through training, you are able to maintain your concentration or aim while walking.

When you perform a Concentration or Targeting count, you can augment and prefix each count with “Steady” (e.g. “Steady concentration 1, Steady concentration 2, etc”)

While thusly Augmented, you can move at a slow walk while Concentrating or Targeting, to a maximum of 2 paces per count


COMPLEX SKILLS

BALLISTIC PUSH 

(Complex Slinger; Attack-Aug)

Requires: Any two Basic Slinger skills

You are able to knock an enemy back from the sheer force of your shot.

When you perform an Basic Ranged Attack (BRA), you may augment it to replace its effect with “Knockback 5”

Gunsmith skill: This attack may be prefixed with “Piercing” if used with a firearm.

Siege caster, Longbow, Arbalest, Shortarm, Longarm: inflict “Knockback” instead.


BOW DEFENSE

(Complex Slinger; Melee-Attack)

Requires: Any two Basic Slinger skills

While wielding ranged weapons, you can defend yourself in melee.

Archer Style: Your bows and crossbows are counted as a melee weapons for the purposes of the Parry defense. Also, if it is made of combat safe material and approved by a Staff member, you may attack and defend with it in melee. It never deals more than 1 point of damage or any other effect except Knockback when used this way.

Gunslinger Style: You may count a pistol, shortarm, or longarm that you are wielding as a melee weapon for the purposes of the Parry defense. However, this does not allow you to use such weapons in melee (defensively or offensively), even if they are combat safe.


PINPOINT ACCURACY 

(Complex Slinger; Attack, Blind/Knockback/Pain/Silence/Snare)

Requires: Any two Basic Slinger skills plus the ability to perform a ranged “Smite” attack

Your trick shots can blind your foe, mangle their limbs, or even take the breath out of them.

When performing a ranged “Smite”, 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. Unless specified below, 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

  • Silence

  • Snare 10 (Knife Packs, Arrow Packs only)

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”).

“Snare 10” and “Knockback 5” are the exceptions, they become “Snare” and “Knockback” respectively.

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


SHARPSHOOTER ASPECT 

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

Requires: Any two Basic Slinger skills plus the ability to perform a ranged “Smite” attack

This skill allows you to mantle yourself with a Sharpshooter Aspect, allowing you to “Smite” without depleting your Focus. When you learn this Skill, you choose one of the Sharpshooter 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 on 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: 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 EConc, hold a Runewand or a weapon with a Runic/Eldritchcraft 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 while wielding a Runewand or a weapon with a Runic/Eldritchcraft Augment. Individuals of this Aspect tend to display the quirks of the Etheric Sphere that they are attuned to (if any)

  • Becoming Valorous: After a Targ-15 while studying a creature, you are able to perceive your foe’s weakness. You become Valorous until you stop counting Targeting, until you expend it, or until you lose Line of Sight with your target for more than 5 seconds.

    Expending Valorous: Augment your next ranged Smite attack as "Dead-eye Smite" so this does not cost any Focus to use and you waive its Targeting count requirement.

    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 while you carry or wield more than one weapon. Small weapons and Ammo packs do not count against this restriction. Many individuals with this Aspect tend to be cautious, passive, and/or wary.


ERUDITE SKILLS

BALLISTIC RETORT 

(Erudite Slinger; Damage-Aftereffect)

Requires: Any two Complex Slinger skills and any two basic Slinger skills

You can exhaust yourself to avenge attacks against your person.

This skill grants the following Aftereffect when you take at least 1 point of damage from a ranged attack.

  • Step 1: Self-inflict “2 damage”, overlapping with the damage you received.

  • Step 2: Invoke “Retort”

  • Step 3: Immediately perform a Basic Ranged Attack (BRA) without a Targeting count. This must be aimed at your aggressor’s direction.

  • Step 4: If this hits a legal targeting area, your target takes the damage.

    -- OR you can inflict “Knockback 5” instead.

    -- This attack cannot be made into a Piercing or a Master attack.

Siege caster, pistol, hand crossbow or knife pack: You may also use Ballistic Retort as a response to melee attacks.


IRON CONCENTRATION 

(Erudite Defiant/Slinger; Conc-Aug)

Requires: Any two Complex Defiant/Slinger skills and any two Basic Defiant/Slinger skills

Your trained mind allows you to maintain concentration even through injury.

When you perform a Concentration or Targeting count, you can augment and prefix each count with “Iron” (e.g. “Iron concentration 1, Iron concentration 2, etc”) You may not have more than one augment on your Concentration or Targeting at a time.

While thusly augmented, attacks that inflict damage no longer interrupt your Concentration or Targeting count, unless that type of damage is Bane to you. You cannot use this augment while you are at 0 HP or on First Aid. Take note that you are still affected by the damage even if it does not interrupt your count.

Note: If using Iron Concentration while “interlinked” with a target, your Concentration is only disrupted if your target receives Bane damage (to you) or a Control effect.


PERFECT ACCURACY

(Erudite Hunter/Slinger; Active-Focus, Melee/Ranged-Attack, Self-Inflict)

Requires: Any two complex Hunter/Slinger skills and any two basic Hunter/Slinger skills

When it absolutely counts, you can re-attempt a ranged attack that you missed.

  • Step 1: Your ranged attack missed or was negated by “Dodge” or “Aegis”

  • Step 2: Within the next 3 seconds, invoke “Perfect Accuracy”

  • Step 3: Receive a “Self-inflict 2 damage”, which can’t be reduced or redirected.

  • Step 4: Repeat the missed/dodged attack against the original target.

This skill cannot be used again until at least 10 seconds (approximately) have passed.


REPEATING SMITE

(Erudite Slinger; Attack-Aftereffect, overflow)

Requires: Any two Complex Slinger skills and any two basic Slinger skills plus the ability to perform a ranged “Smite” attack

Your body moves with lightning speed, reloading and shooting your foes with impunity. This is not counted as a Skill Augment.

Overflow Attacks (Non Aug; Aftereffect)

  • Step 1: Perform a “Smite” with a ranged weapon or a knife pack

  • Step 2: Perform a second ranged 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 (or -7 with longarms/siege casters) with a minimum of “1 damage”. This allows you to benefit even when bonuses bring “Smite” damage past the damage limit. Overflow attacks may never be Master or Piercing attacks (except as below).

Flurry Overflow (Non Aug; Aftereffect): You can cycle or draw quickly for more attacks.

  • Step 1: Wield any ranged weapon/knife pack except for a longarm or siege caster

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

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

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

  • Step 1: Wield an arbalest, shortarm, longarm or siege caster

  • Step 2: As Overflow Attacks above

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


SUPREME SALVO

(Erudite Slinger; Active-Periodic, Aug-Attack)

Requires: Any two Complex Slinger skills and any two basic Slinger skills plus the ability to perform a ranged “Smite” attack

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

Once per Period, you may invoke this special attack as “Supreme Salvo” following the procedure below.

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.

  • Step 1: Wield an non-sundered ranged weapon while wearing an Ammo Pack.

    • Alternatively, use a Knife Pack and hold a spell packet/throwing knife prop

  • Step 2: Invoke “Supreme Salvo”, without a Targ count

  • Step 3: Perform up to 5 ranged attacks as a Barrage 5

  • Step 4: At mid-launch for each attack, invoke your weapon’s “Smite” damage,

  • Step 5: As a Piercing attack, this damage affects those it hits (body part or weaponry)

Special Rules:

-- Pinpoint Accuracy skill: You can change the damage to a Control effect.

— Skills or Properties that can change the damage-type of your weapon’s attacks can also change the damage of this attack but they cannot be increased.

-- Siege caster, shortarm, longarm, longbow, or arbalest: “Supreme Salvo” hits for “Smite” damage +3. The dmg cap is temporarily extended to 10 for these attacks.

-- Barrage 5: This is a “Barrage 5 effect”, meaning that you have 10 seconds to deliver all 5 attacks and its use is interrupted if you move your feet or if you take damage.

-- This is not a Smite attack nor a BRA.