yFighter: Base Class


Description

There are those that choose the path of battle; some are heroes, others are thugs, but all who choose this path live and die by the sword. The Fighter is one such. She is an expert with weapons and in battle and her skills are specifically tailored to fighting. Of all the paths available to an adventurer, Fighter is the broadest. Whether one is a street-rat who has earned his way by murder and robbery or a valiant warrior serving the causes of justice and light, one can easily fit into the role of the Fighter. For skill in battle and deadly effectiveness, the Fighter is ultimate.

Throughout history there have been hundreds of thousands of fighters. They are the soldiers that stand on the front lines and in the War Councils of every war since the dawn of humankind. There are no stereotypical fighters. They range from the likes of Rene Descartes, a philosopher/mathematician and soldier of fortune to the legendary Odysseus. There have been great fighter-generals too, like Hannibal of Carthage, Alexander the Great and, from fantasy literature, Conan of Atlantis and Caramon Majere. Many soldiers, historically, were trained with polearms to fight in huge lines at the front of the army. Usually, each village or town had its own special style of polearm; the weapons of a man showed his homeland. The fighter is the Everyman hero.

Fighters can be found in almost any kind of garb. Most feel most comfortable in armor and with a weapon or three by their side, but some prefer agility and speed to heavy armor and protection. Practical clothing, loose and easy to fight in, is always advisable.

Starting Skills

Multiclass Skills

Note: If the character selects an option and already has the maximum amount of any of the selected skills, the costs for those skills will be refunded instead.

Class Progression Table

Class

Level

Utility Powers

Basic
Powers

Advanced
Powers

Class
Bonuses

1

0

1

-

2

1

1

-

Deadly Remnants, Parry Blow

3

1

2

-

+1 Base Max Life Points, Fighting Instructor

4

2

3

-

Steeled Spirit

5

2

4

-

+1 Bonus Spike Damage

6

3

4

1

-

7

3

5

1

-

8

4

5

2

Mountain of Steel

9

4

5

3

+1 Base Maximum Spikes

10

4

5

3

Warrior Spirit

Note: Archetype Fighters gain 1 additional Utility Power and Basic Power per the Primary Training Archetype Power.

Note: Life Points and Maximum Spikes can be found in the Character Level Table.

Fighter Innate Powers


Deadly Remnants [Innate]

Requirement: Fighter Level 2

Incantation: None

Call: “Deadly Remnant”

Target: Self                                        Duration: Passive        

Delivery: None                                        Refresh: None

Accent: None                                        Effect: Special

The Fighter can use shattered weapons to block and do 1 point of damage. Using a shattered weapon will never do more than 1 point, regardless of other modifiers and enhancements. When a Shatter is taken to a wielded weapon that the Fighter will continue to use with this Power, they should call “Deadly Remnant,” to convey that the Shatter was taken, and altered. In addition, when picking up a shield from the ground that the character does not know the status of, they can treat the shield as if it had 1 shield-point.

Fighting Instructor [Innate]

Requirement: Fighter Level 3

Incantation: RP: Slow 300 Instructing a character in how to use the weapon.

Call: “Long Grant [Skill]”

Target: Other Individual                                Duration: Long Rest

Delivery: Touch                                 Refresh: Long Rest

Accent: None                                        Effect: Grant Skill

After spending at least 5 uninterrupted minutes instructing another character in how to fight using specific weapons or styles, the Instructor may grant the target a temporary Skill. Regardless of the Instructor's own skills, they may grant the following Skills to the target until their next Long Rest: Basic Martial Weapons, Short Weapons, Great Weapons, Projectile Weapons, Thrown Weapons, Basic Shields, Advanced Shields, or Two Weapon Style. If the Instructor has proficiency with Long Weapons or Great Shields, they may teach one of those instead. However, any given target can only benefit from this Power once per event.

Steeled Spirit [Innate]

Requirement: Fighter Level 4

Incantation: None

Call: None

Target: Self                                        Duration: Passive        

Delivery: None                                        Refresh: None

Accent: None                                        Effect: Grant Plus Armor

Whenever the Fighter is wearing and using at least 1 Armor Point of physical armor, they gain one additional point to their physical armor points.

Fighter Archetype Powers


Primary Training [Archetype]

Requirement: Level 2 Fighter

The Fighter gains an additional Utility Power and Basic Power from the Fighter Class Powers.

Parry Blow [Archetype]

Requirement: Fighter Level 2

Incantation: None

Call: “Counter, Parry”

Target: One Weapon Attack                        Duration: Instantaneous        

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: Counter

While wielding a weapon or shield, a character may use Parry Blow to Counter any weapon delivered attack, by calling “Counter, Parry.” 

Focused Results [Archetype]

Requirement: Level 6 Fighter, 0 Levels in any other Base Class

The Fighter gains an additional Utility Power and Basic Power from the Fighter Class Powers.

Mountain of Steel [Archetype]

Requirement: Fighter Level 8

Incantation: None

Call: “Refresh Parry Blow”

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: Refresh

The Fighter may Sacrifice 3 Points of Physical Armor (not Barrier, Summoned, or Natural armors) to Refresh the Parry Blow Archetype Power instantly. The character should call “Refresh Parry Blow” when they use this power.

This ability may be used a number of times equal to half the character’s Fighter class-levels per Short Rest.

Warrior Spirit [Archetype]

Requirement: Fighter Level 10

Incantation: None

Call: Special

Target: Self                                        Duration: Long Rest

Delivery: None                                        Refresh: Long Rest

Accent: None                                        Effect: Special

At the beginning of an Event, and after finishing a Long Rest, the Fighter may choose one of the following bonuses that last until the next Long Rest:

Fighter Class Skills

Reinforce - 4 CP [Class]

Requirement: Fighter Level 3

Incantation: None

Call: None

Target: Self                                        Duration: Instantaneous

Delivery: RP                                        Refresh: Long Rest

Accent: None                                        Effect: Refresh

Whenever the Fighter's physical armor is repaired by any type of crafted Patch Kit they may Refresh all powers with the [Reinforce] tag. The Fighter can benefit from this ability a number of times equal to their Fighter class-levels per Long Rest.

Field Maintenance - 4 CP [Class]

Requirement: Fighter Level 5

Incantation: RP Focus Quick 100

Call: “Mend [X] to Self”

Target: Self                                        Duration: Instantaneous

Delivery: RP                                        Refresh: Long Rest

Accent: None                                        Effect: Mend

Knowing how to properly maintain one’s equipment can mean the difference between life and death. The Fighter gains a pool of Maintenance Points equal to 10 plus their Fighter class-level that refreshes upon the completion of a Long Rest. They may spend a Focus Quick 100 roleplaying patching their own armor or shield and use any amount of Points to apply them as Mending to their worn armor or wielded shield. When the character uses the Reinforce Skill, they gain two Maintenance Points.

Healthy - 3 CP [Class]

Requirement: Fighter Level 6

Incantation: None

Call: None

Target: Self                                        Duration: Passive

Delivery: None                                        Refresh: None

Accent: None                                        Effect: Grant BonusMaximum Life Points

The Fighter’s health is paramount, and there are those who take it as a matter of personal pride. The Fighter’s Bonus Maximum Life Points is increased by one. This is a Base change, and does not interact with Stacking rules.

Flesh of the Titan - 4 CP [Class]

Requirement: Fighter Level 9, Healthy

Incantation: None

Call: None

Target: Self                                        Duration: Passive        

Delivery: None                                        Refresh: None

Accent: None                                        Effect: Special

Whenever the character is given healing by a power from another, they heal an additional Life Point. Thus, two points of Healing would heal the Fighter three.

Fighter Utility Powers

Armored Shell [Utility]

Prerequisites: Light Armor

Incantation: None

Call: None

Target: Self                                        Duration: Passive        

Delivery: None                                        Refresh: None

Accent: None                                        Effect: Grant Plus Armor

Whenever the Fighter is physically representing and using at least 4 Armor Points of physical armor, they are Granted +1 Armor, increasing their Base Maximum Armor Points.

Bowyer [Utility]

Incantation: Focus Quick 100

Call: “Rebuild: [Projectile Weapon] by Force”

Target: Projectile Weapon                         Duration: Instantaneous

Delivery: RP                                        Refresh: Immediate

Accent: Force                                        Effect: Rebuild: [Projectile Weapon]

The Fighter can spend a Focus Quick 100 Rebuilding a projectile weapon (such as a bow or crossbow) that has been Shattered.

Death’s Right Hand [Utility]

The Fighter gains Hard to Kill (1) and Carnal Creature (1), as well as the Execute Power below:

Execute

Incantation: None

Call: “Death to Helpless”

Target: Helpless Individual                        Duration: Instantaneous        

Delivery: Weapon                                Refresh: Immediate

Accent: None                                        Effect: Death

Instead of doing a Death Blow, the character can instead use Execute to instantly kill a Helpless creature.

Durable Armor [Utility]

Prerequisites: Medium Armor

The Fighter gains Heavy Armor (3) and the Scales of the Serpent Power below:

Scales of the Serpent [Reinforce]

Incantation: None

Call: “Resist”

Target: Self                                        Duration: Instantaneous        

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: Grant Resistance

The flexibility of Heavy armor is often overlooked, but veterans used to wearing these sorts of armor know that each scale is part of a whole, greater than its pieces. As long as the character is physically representing and using at least seven points of physical armor, and has at least one point of armor remaining, they may, once per Short Rest, choose to Resist one Wounding attack.

Fortitude [Utility]

Incantation: Focus Quick 100

Call: “Cure Disable and Disarm by Will”

Target: Self                                        Duration: Instantaneous        

Delivery: None                                        Refresh: Short Rest

Accent: Will                                        Effect: Cure

If the character is disabled or disarmed, they may Focus Quick 100 to Cure both the disabled and disarmed Conditions on theirself.

Lessons from Scars [Utility]

When choosing this Power, the Fighter gains Lore: Historical (2), Lore: Noble (2) and the Size Up Power below:

Size Up

Incantation: RP

Call: “[Name or Description] Subtle Discern: What is your Maximum Life Points?”

Target: Individual                                Duration: Instantaneous        

Delivery: Verbal                                        Refresh: Short Rest

Accent: None                                        Effect: Discern

Warriors, fighters, gladiators, and many more that live and die by the sword know the opening strikes of any battle take place in the mind. As a veteran of many campaigns, the fighter can gauge a rough level of toughness in those around them by sight. Choose one target that you can see, and look them over, then make the appropriate call to determine the target’s Maximum Life Points.

Linked Armor [Utility]

Prerequisites: Light Armor

The Fighter gains Medium Armor (4) and the Links of Steel Power below:

Links of Steel

Incantation: RP

Call: “Grant 1 Barrier”

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: Grant Barrier

As long as the character is physically representing and using at least five points of physical armor, the character may Grant 1 Barrier to Self at the end of each Short Rest after roleplaying patching their own armor.

Plate Mail [Utility]

Prerequisites: Heavy Armor

The Fighter gains the Ironclad Armor (2) skill and the Wall of Steel Power below:

Wall of Steel [Reinforce]

Incantation: None

Call: “Resist”

Target: Self                                        Duration: Instantaneous        

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: Grant Resistance

After years of living in the heaviest of armors, the Fighter has learned to depend on their armor’s durability, especially in the thickest of battles. Whenever the Fighter is physically representing at least 10 Location Points on their chest, once per Short Rest if the Fighter is using Physical Armor and has at least one Armor Point remaining, they may “Resist” one Piercing attack that they receive.

Practiced Strength [Utility]

Incantation: Focus Quick 100

Call: “Short Strength by Will to self”

Target: Self                                        Duration: Short Rest        

Delivery: None                                        Refresh: Long Rest

Accent: Will                                        Effect: Strength

By spending a Focus Quick 100 concentrating, the Fighter can boost their strength for a short while, gaining the strengthened Condition.

Reload [Utility]

Incantation: None

Call: “Grant Insubstantial to Self”, “Dispel Insubstantial to Self”

Target: Self                                         Duration: Special

Delivery: None                                         Refresh: Short Rest

Accent: None                                         Effect: Grant Insubstantial, Cure Insubstantial

The Fighter can only use this ability after moving off to a location removed from combat. They then go insubstantial and can return to the battle and collect projectile ammunition or thrown weapons. Once they have collected a maximum of six, they must return to their original location and Cure their insubstantial Condition by calling "Cure Insubstantial". While insubstantial the fighter can do nothing besides collect projectile ammunition or thrown weapons and return.

Renowned Soldier [Utility]

The Fighter gains Minor Fame (1) and the Apprentice Profession (1) as bonus skills. The character may choose a Profession suitable to describe their particular niche, but should reflect the actualities of being from a military background, examples include: Soldier, Mercenary, Gladiator, and Bounty Hunter. In addition, they gain the Steadfast Power below:

Steadfast

Incantation: None

Call: “Resist”

Target: Self                                        Duration: Instantaneous        

Delivery: None                                        Refresh: Short Rest

Accent: Will                                        Effect: Grant Resistance

Having seen the worst that war has to offer, there’s little that can truly shake your will. The fighter may resist one Effect with the Fear Accent.

Shoulder [Utility]

Incantation: None

Call: "Shatter [Target]" or “Shatter [Target] Final”

Target: Door, Wall, or other obstacle                 Duration: Instantaneous

Delivery: RP                                        Refresh: Short Rest

Accent:        None                                        Effect: Shatter

By taking a running start and putting their shoulder into a door, wall, or other immobile object, the Fighter can cause a Shatter Effect against it by force of pure strength. Care should be taken by the player not to damage any actual property. If the Fighter is Strengthened while using this skill, the call becomes “Shatter [Target] Final.”

Fighter Basic Powers


Battlemind [Basic]

Incantation: Focus Slow 60

Call: “Short Grant +2 Maximum Spikes by Will”

Target: Self                                        Duration: Short Rest

Delivery: None                                        Refresh: Long Rest

Accent: Will                                        Effect: Grant Maximum Spikes

By spending a Slow Count of 60 concentrating and meditating, the Fighter can put themselves into a mental state ready for combat. Until they take a Short Rest, their Maximum (and current) Spikes goes up by two. This is a Bonus.

Disarming Strike [Basic] (2)

Incantation: None

Call: “Quick Disarm [Item]”

Target: Individual                                Duration: Quick 100

Delivery: Weapon                                Refresh: Short Rest

Accent: None                                        Effect: Disarm

While striking an opponent or their equipment with a weapon, the fighter may expend a Spike to call out “Quick Disarm [Item]”. If the Disarming Strike is used while hitting a limb, the item held by that limb must be the one identified. If the Disarming Strike is used while hitting a piece of equipment, that equipment must be the one identified. If the Disarming Strike hits some other target (body, cloak, etc.) the Fighter may identify any one held item.

Disengage [Basic]

Incantation: None

Call: “Quick Repel by Will” or “[Name or Description] Quick Repel by Will”

Target: Individual                                Duration: Quick 100        

Delivery: Weapon or Verbal                        Refresh: Short Rest

Accent: Will                                        Effect: Repel

The Fighter can either make a weapon attack and cause the target to stay away from them for a short time or if they are wielding a projectile weapon in hand when the Power is used, can use this Power with a Verbal delivery instead, indicating the target’s name or description to cause them to be repelled.

Flaming Arrow [Basic] (2)

Incantation: None

Call: “Wounding [X] by Flame”

Target: Individual                                Duration: Instantaneous

Delivery: Weapon                                Refresh: Short Rest

Accent: Flame                                        Effect: Wounding

While wielding a projectile weapon, the fighter may set their ammunition aflame. For up to three shots with a projectile weapon, the archer may strike a foe and then call “Wounding [X] by Flame,” where [X] is their Spike Damage. These shots need not be consecutive, but they expire when the archer takes a Short Rest.

Grit [Basic] [Reinforce]

Incantation: None

Call: “Counter, Grit”

Target: One Damaging Packet                        Duration: Instantaneous, Quick 100        

Delivery: None                                        Refresh: Short Rest

Accent: Will                                        Effect: Counter, Drain

The Fighter, through pure dedication, toughness, or sometimes concentrated hatred, can Counter one damaging Packet. Using this ability will leave the Fighter drained for a Quick 100 as they shake off the devastating damage, however, the Fighter may also expend a Spike and Sacrifice one Life Point to Counter the Drain Effect if they choose.

Harry [Basic] [Reinforce]

Incantation: None

Call: "Taunt 3 by Will"

Target: Individual                                Duration: Permanent

Delivery: Melee Weapon                        Refresh: Short Rest

Accent: Will                                        Effect: Taunt

The Fighter is adept at keeping the attention of their foes, by word, deed, or well placed blow. The Fighter can deliver “Taunt 3 by Will” with a single melee weapon attack. If the Fighter expends a Spike this power refreshes immediately.

Heroic Save [Basic] (2)

Incantation: None

Call: “Grant Insubstantial to Self”, “Heroic Save”

Target: Self                                        Duration: Description, Slow 60

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: Strengthen, Insubstantial, Resistance

Seeing one of their comrades has fallen in battle, the Fighter heroically dashes in to save them, gaining a temporary surge of heroic inspiration allowing them to shrug off blows and deflect attacks.

The fighter may call "Grant Insubstantial to Self” and walk towards a downed ally. Once at the ally, they must call "Cure Insubstantial to Self", they then gain the strengthened Condition, and resistance to Damage and Effects (the appropriate call is "Resist, Heroic Save") and must pick up the ally.

These effects last while carrying the ally, ending when they are dropped, conscious, or dissipate. While carrying the ally, the fighter can't take any other actions but moving to safety and putting the ally down. In no case will any effect from this power persist beyond a Slow 60. Remember that strengthened does not make it any faster to pick up a body, it only allows the two portrayers to move faster once moving.

Patchwork Defense [Basic] [Reinforce]

Requirement: Parry Blow

Incantation: None

Call: “Refresh Parry Blow”

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Long Rest

Accent: None                                        Effect: Refresh

Once per Long Rest, after having their physical armor repaired with a Patch Kit, the Fighter may refresh Parry Blow.

Practiced Combination [Basic] (2)

Incantation: None

Call: "Double 1" or “Double 2”

Target: Individual                                Duration: Instantaneous

Delivery: Melee Weapon                        Refresh: Short Rest

Accent: None                                        Effect: Double

Some fighters find that it is not the overtly powerful blows, or special maneuvers that brings success, but the faithful repetition of a strike repeated a thousand times until it is bound into the very muscles of the fighter, able to be executed without thought. The Fighter may make a single melee weapon attack and call “Double 1.” If the Fighter is wielding a Great Weapon and no other weapons or shields, and expends a Spike the Call changes to “Double 2.” These calls may not be altered.

Raging Blows [Basic] (2)

Incantation: None

Call: “Shield-Breaking”

Target: Shield                                        Duration: Instantaneous        

Delivery: Weapon                                Refresh: Short Rest

Accent: None                                        Effect: Shield-Breaking

If wielding a great weapon with two hands and no other weapons or shields, the character can do four consecutive Shield-Breaking attacks without expending a Spike. Remember that Shield-Breaking attacks should only be called if the attack hits a shield, and has no effect on anything but shields.

Resolve [Basic]

Incantation: None

Call: “Counter, Resolve”

Target: Self                                        Duration: Instantaneous        

Delivery: None                                        Refresh: Long Rest

Accent: None                                        Effect: Counter

After being affected by an Effect or Damage that would take the character to 0 Life Points or kill the character, the character may call “Resolve” and Counter that Effect or Power. This power is so draining that it reduces the character to 1 Life Point.

Shake it Off I [Basic]

Incantation: RP: Loud Bellow or Yell

Call: Reduce”

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Short Rest

Accent: Will                                        Effect: Special

The Fighter can reduce one Effect with a duration of “Quick 100” or Short to a Quick 30. When the duration ends, the character must let out a bellow, yell, or cry before taking any other actions. This can reduce the duration of Effects caused by the Fighter’s own Powers, such as Grit.

Smite [Basic] (2)

Incantation: None

Call: “Wounding [X]”

Target: Individual                                Duration: Instantaneous        

Delivery: Weapon                                Refresh: Short Rest

Accent: Weapon                                Effect: Wounding

The Fighter can make one melee attack that will do Wounding damage equal to their Base Damage plus two. If the Character is wielding a Great Weapon and no other weapons or shields, the damage is equal to their Base Damage plus three.

Snap Shot [Basic] (2)

Incantation: None

Call: “[Name or Description] Quick Root”

Target: Individual                                Duration: Quick 100

Delivery: Verbal                                        Refresh: Short Rest

Accent: None                                        Effect: Root

While wielding a projectile weapon, the fighter may fire a quick shot to pin a foe to the ground. The attack is so quick that many people don't see them even draw the string. The call for this effect is “[Name or description], Quick Root.”

Stifle [Basic]

Incantation: None

Call: “Short Silence”

Target: Individual                                Duration: Short Rest

Delivery: Projectile Weapon                        Refresh: Short Rest

Accent: None                                        Effect: Silence

While wielding a projectile weapon, the Fighter may expend a Spike to make a projectile attack and call “Short Silence” against an opponent, as the projectile neatly pierces the opponent’s neck. The strike should not actually target the player’s neck.

Twin Shot [Basic]

Incantation: None                                

Call: None

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: Special

The character can fire two projectiles in succession that are identical. If the archer lands two consecutive shots, they may immediately use the Call from the first shot on the second.

Fighter Advanced Powers


Archer’s Eye [Advanced]

Incantation: None

Call: “Wounding [X]”

Target: Individual                                Duration: Special, Short Rest        

Delivery: Weapon                                Refresh: Long Rest

Accent: None                                        Effect: Wounding

Once activated, the Fighter can continue to use this power until they take a Short Rest. At will, the Fighter, while using a projectile weapon, may choose to aim for a Quick Count of 30, rather than a Quick count of 10, and add the Wounding Effect to their shot. This effect cannot alter the calls of other Powers. This power ends when the archer takes a Short Rest or the combat ends.

Been There, Done That [Advanced]

Incantation: None

Call: “Resist”

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Long Rest

Accent: Will                                        Effect: Resistance

Once per Long Rest, when hit by the same Effect twice by the same foe that isn’t a basic damage attack, you may call out ”Resist” and act as if you had resistance to that effect once. The Fighter may use this ability even if the first Effect was Prevented, Countered, Resisted, or otherwise altered.

Challenging Shout [Advanced]

Incantation: None

Call: "[Name or Description] Taunt 3 by Will"

Target: Individual                                Duration: Short Rest

Delivery: Verbal                                        Refresh: Short Rest

Accent: Will                                        Effect: Taunt

The Fighter might not always be able to reach ranged combatants with their blades, but their words can sometimes assault a heart even from far away. After being hit by an Attack, Effect, or Damaging Power, anytime before the Fighter’s next short rest, the Fighter can verbally deliver a “Taunt 3 by Will” to the source of that Attack, Effect, or Damaging Power.

If the fighter expends a Spike this power refreshes immediately.

Hammer Down [Advanced]

Incantation: None

Call: "Shatter [Item] by Force"

Target: Individual                                Duration: Instantaneous

Delivery: Melee Weapon                        Refresh: Short Rest

Accent: Force                                        Effect: Shatter

Many fighters find that a good solid shield is the key to a sturdy defense. However, it can become a liability once destroyed, leaving the warrior both unbalanced and scrambling. The Fighter may call “Shatter [Item] by Force” once per Short Rest. If the Fighter is wielding a Great Weapon and no other weapons or shields, they may immediately Refresh this power, once per Short Rest, by expending a Spike.

Improved Blows [Advanced]

Incantation: None

Call: None

Target: Self                                        Duration: Instantaneous        

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: Refresh

When this power is used, it refreshes two Powers that do the Wounding or Double Effect from the Basic Fighter Powers.

Lock Down [Advanced] (2)

Incantation: None

Call: “Quick Root”

Target: Individual                                 Duration: Quick 100

Delivery: Weapon                                 Refresh: Short Rest

Accent: None                                         Effect: Root

The Fighter can make melee attacks that Root those they hit. As long as they keep their right foot planted, as if rooted, they can swing “Quick Root” at-will.

Rally the Troops [Advanced] (2)

Incantation: About 15 seconds of encouraging RP

Call: “[Name or Description] Refresh One Spike and Grant 2 Barrier by Will”

Target: Individual (Not Self)                        Duration: Instantaneous

Delivery: Verbal                                 Refresh: Short Rest

Accent: Will                                         Effect: Refresh, Grant Barrier

Shouting a few words of encouragement, tactics, or sometimes even a simple "look out behind you", the Fighter encourages one of their comrades to greatness. The Fighter must provide instruction and encouragement to an ally for a Quick 30 and should then follow it with the call immediately to provide one individual a Refreshed Spike and 2 Barrier by Will. The Fighter may not target themselves with this ability.

This instruction and encouragement may be tactical in nature, for example: "Valifar, shift left. Okay, now with me. Good. Now we push around the flank. Nice." would be an acceptable type of RP to engage in as long as it is a Quick 30 in duration.

Refocus [Advanced]

Incantation: Focus Quick 100

Call: “Refresh All Spikes to Self by Will”

Target: Self                                        Duration: Instantaneous        

Delivery: None                                        Refresh: Long Rest

Accent: Will                                        Effect: Refresh

The Fighter refreshes all of their Spikes to their current Maximum Spikes.

Rapid Shot [Advanced]

Incantation: None

Call: “Wounding [X]” or “Piercing 3“

Target: Individual                                Duration: Instantaneous

Delivery: Weapon                                Refresh: Short Rest

Accent: None                                        Effect: Wounding, Piercing

While wielding a projectile weapon, if the fighter lands (hits the target, even if Countered) two consecutive shots on the same target, they may expend a Spike to make the second shot Wounding [X] where X is the Fighter’s Spike Damage. If the attack was already Wounding due to another Effect or Power, the call is “Piercing 3” instead. The Piercing call may not be altered.

Rest [Advanced]

Incantation: None

Call: “Grant Resistance to Death and Deathblows to Self by Will”, “Heal 1 to Self by Will”

Target: Self                                        Duration: Special        

Delivery: None                                        Refresh: Long Rest

Accent: Will                                        Effect: Grant, Heal

Once per Long Rest, the character may choose to activate this power while Dying. When activated, the character, while dying, gains resistance to Death Blows and Death Effects. In addition, after the character has been dying for a Slow Count of 120, they may heal theirself for 1 Life Point. The character need not be conscious to use this Power.

Riposte [Advanced]

Incantation: None

Call: “Refresh Spike by Will”

Target: Self                                        Duration: Passive        

Delivery: None                                        Refresh: None

Accent: Will                                        Effect: Refresh

Whenever the Fighter uses a power that uses the call “Counter, Parry”, they may Refresh an expended Spike.

Shake it Off II [Advanced]

Incantation: RP Yell

Call: “Reduce”

Target: Self                                        Duration: Instantaneous        

Delivery: None                                        Refresh: Short Rest

Accent: Will                                        Effect: Special

The Fighter can reduce one Effect with a duration of “Quick 100” or “Short” to a Quick 30. When the duration ends, the character must let out a bellow, yell, or cry before taking any other actions. This can reduce the duration of Effects caused by the Fighter’s own Powers, such as Grit. Shake it Off II can be used while drained, imprisoned, or while affected by any Condition that normally stops a character from using Powers.

Skewer [Advanced]

Incantation: None

Call: “Short Disable [Limb]”

Target: Individual                                Duration: Short Rest

Delivery: Weapon                                Refresh: Short Rest

Accent: None                                        Effect: Disable

While wielding a projectile weapon, the fighter may target their opponent’s equipment, forcing them to drop it. The archer may expend a Spike to immediately refresh this power.

Stand Ground [Advanced] [Reinforce]

Incantation: None

Call: “Resist”

Target: Self                                        Duration: Instantaneous        

Delivery: None                                        Refresh: Short Rest

Accent: Will                                        Effect: Resist

Boots firmly digging into the dirt, the Fighter is adept at staying in the fray and may Resist one Repel, Slow, or Root per Short Rest.

Throat Shot [Advanced]

Incantation: None

Call: “Short Silence”

Target: Individual                                Duration: Short Rest

Delivery: Weapon                                Refresh: Short Rest

Accent: None                                        Effect: Silence

The fighter strikes the target with skill and precision, disrupting their ability to speak. This Silence lasts until the creature Short Rests. The strike should not actually target the player’s throat.

Thick Skin [Advanced]

Incantation: None

Call: “Grant Protect vs Melee Weapons”

Target: Self                                        Duration: Until Used

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: Grant Protect

The Fighter may grant theirself a Protect vs. Melee Weapons upon the completion of a Short Rest.