yFighter: Base Class
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.
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 Level | Utility Powers | Basic | Advanced | Class |
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.
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.
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.
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.
Requirement: Level 2 Fighter
The Fighter gains an additional Utility Power and Basic Power from the Fighter Class Powers.
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.”
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.
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.
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:
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.
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.
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.
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.
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.
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.
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. |
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. |
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.
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. |
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. |
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. |
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.
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.
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. |
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.”
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.”
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.