Basic Pure Multiclass Mini Class
Class Info
Fighter Fighters specialize in fighting with melee weapons. Fighters come in all types from lawless brigands, to professional soldiers, to valiant knights. Most fighters highly prize the mastery and care of their weapons.
Edge is gained through reading the fight, where Fighters try to gain any advantage they can on their enemies in the course of a battle.
Showdowns are when a Fighter takes a calculated risk against a Target, which may give the Target an opening, but more likely allow the Fighter a decisive blow.
Basic
Fighter 1
Fighter 2
Fighter 3
Athlete (1 Level)*
Fighters come in all kinds, including soldiers, mercenaries, and even just peasants who put down their farming equipment for a new life. But all Fighters share devotion to the art of combat, including the armor that protects them and the weapons they practice with. Fighters learn to read fights for openings and advantage and make the most of them, including with the Showdown that puts all this on the line for one definitive strike.
*Athlete Req: Each Unique Basic Class must have a separate level of Athlete for the requirement.
Specialty
Cavalry
Fighter 2/Paladin 1
+
Rider 3
Cavalry are those who learn the art of horse mounted combat. This allows them to not only fight effortlessly upon their horse, but create a special bond with their mounts who they may use as weapons to kick and rundown their foes.
Defender
Fighter 3
Defenders are specialists with shields and in the art of protecting themselves and others on the field. It is said these skills are most practiced by dwarves who masters in forging shields and fighting in a protective line. Defenders also master the art of the Tower Shield which unlike others they may use in a single hand.
Armorer
Fighter 2
See Talents.
While little celebrated, often a Fighter's life can be saved by the art of Weapon Maintenance. These skills allow Fighters to repair their gear in the field and even enhance it's effectiveness through it's Sharpness and Durability.
Multiclass Armigers are a legendary order of warriors from the Dawn Age that were said to fight with a combat art lost to time. Armigers were said to merge the part of the blade with the power of arcane magic to create a unique style of fighting that was difficult to learn and more difficult to master. Legend has it that Armigers had split into 6 warring orders that battled endlessly for mastery over the other, and this war even contributed to Great Fall that ended that once proud age. But there are rumors that the light of the Armiger orders has not entirely gone out, and that while rare they still walk the earth.
Armiger of Awakening
Fighter 2 /1 + Mage 1/2
An Armiger of Awakening is one who has only started their apprenticeship into the Armiger arts. These Armigers have a blade that flows only faintly with arcane power, but can still incant in battle and attempt novice version of the Arcane Strikes and Arcane Steps. An Armiger of Awakening has not yet chosen an order and is considered neutral in their designation.
Armiger of Blaze *
Mage 2 + Fighter 2 OR Fighter 3 + Mage 1
Trained: Red+Yellow + Scholar (Cosmological Studies 1)
Armigers of Blaze believe in action, not holding back, and the unbridled pursuit of justice. They bend the arcane power of Red Magic (Fire, Light) with Yellow Magic (Lighting, Wind) to bring a bursting might to their style. Their swords and steps burn with arcane fire and their flash ability blinds their foes.
Armiger of Crysalis *
Mage 2 + Fighter 2 OR Fighter 3 + Mage 1
Trained: Blue+Green + Scholar (Cosmological Studies 1)
Armigers of Chrysalis are stoic, methodical, and believe in the law order and control. They utilize the power of Blue Magic (Ice, Water) and Green Magic (Earth, Telekinesis) to creating a cold and piercing style. Their sword are covered in freezing ice and they may create a blizzard of sharp arcane ice and diamonds.
Armiger of Torment *
Mage 2 + Fighter 2 OR Fighter 3 + Mage 1
Trained:Shadow+Blood + Scholar (Cosmological Studies 1)
Armigers of Torment are vain, deceitful, and enjoy pain in all it's forms. They combine the power of Shadow Magic (Shadows, Fear) and Blood Magic to bring about a terrible power into their style. Their blades drip with dark blood and they may create a deadly blood mist to blind and drain their foes.
Armiger of Rot *
Mage 2 + Fighter 2 OR Fighter 3 + Mage 1
Trained: Death+Plague + Scholar (Cosmological Studies 1)
Armigers of Rot are worshippers of death and see themselves as agents of rebirth and renewal both for the natural order as well as their own power. Armigers of Rot combine Death Magic with Plague Magic for a style that is deadly to any who come in contact with it. Their blades reek if deeply poisonous decay and they may channel the power of death into corpses to have them do their bidding.
Armiger of Eternity *
Mage 2 + Fighter 2 OR Fighter 3 + Mage 1
Trained: Purple+Soul + Scholar (Cosmological Studies 1)
Armigers of Eternity are those whose eyes are trained on the endless cycles of the universe, seeking to preserve these cycles as well as their own power into the infinite. Armigers of Eternity combine Purple Magic (Gravity, Time) with Soul Magic to push their style beyond mortal powers. Their blade warps time and space as is passes and the may bend the fight trough powerful gravitational fields.
Armiger of Oblivion *
Mage 2 + Fighter 2 OR Fighter 3 + Mage 1
Trained: Void+Any + Scholar (Cosmological Studies 1)
Armigers of Oblivion are dangerous nihilists who seek the destruction of all things, as their order was corrupted by the Alien God Xythuul in the quest for power. By utilizing Void magic, they operate beyond the point of madness, and they're style of fighting follows suit. Their blade seems to shine with an sick otherworldly power and they may create a powerful null field which slowly eat at reality.
* Note: Can only ever join one Armiger order.
Fighter Multiclass
Spirit Blade 1
Fighter 2 + Monk 1
Spirit Blade 2
1. Weapon Maintenance
2.Fighter 2 + Monk 2
Spirit Blades, also called Samurai, use a combination of a Fighters skill with the blade and a Monks mastery of Ki. These techniques are said to have originated from the East, and emphasize careful, focused, and methodical movements allowing the practitioner to fight perfect calmness and technique on the chaotic battlefield. By infusing their Ki into their blade, and often striking from a sheathed stance, Spirit Blades may slice beams of energy through the air, cut through steal, and even stab themselves to unlock inhuman power.
Hunter 1
Fighter 2/1 + Druid 1/2
Hunter 2
1. Survivalist 2 (1 Environment)
2. Fighter 2/1 + Druid 1/2
Hunters are Druids who have decided to use the power of nature to push them past the limits of a standard Fighter. Hunters are experts at creating brews which may be used to enhance their senses and reflexes as well as apply specialized poison to their blades. In addition Hunters are experts at traps which they may use with devastating effect.
Gladiator 1
Barbarian 2/1 + Fighter 1/2
See Barbarian.
Paladin 1
Cleric 2/1 + Fighter 1/2
See Cleric.
Green Knight 1
Fallen Cleric 1
+
Fighter 1
+
Druid 1 OR
Ernok
+
Paladin (Fallen)
See Cleric.
Blue Knight 1
Fallen Cleric 1
+
Fighter 1
+
Druid 1 OR
Ernok
+
Paladin (Fallen)
See Cleric.
Choas Knight 1
Fallen Cleric 1
+
Fighter 1
+
Bard 1 OR
Yavarra
+
Paladin (Fallen)
See Cleric.
Blood Knight 1
Fallen Cleric 1
+
Fighter 1
+
Barbarian 1 OR
Tyrannus
+
Paladin (Fallen)
See Cleric.
Death Knight 1
Fallen Cleric 1
+
Fighter 1
+
Mage 1 OR
Morgeth
+
Paladin (Fallen)
See Cleric.
Fighter Advanced
Swordsman 1
Fighter 3
Swordsman 2
Weapon Maintenance
Few weapons are as revered as the Sword, and those devoted to mastering it's use are called Swordsmen. Swordsmen may specialize in various sword types, Long Curved, Thrusting, Great Sword, and Dual Wielding. They may half sword, for maximum armor bypass, add kicks to their attacks, and attempt powerful finishers specialized to their sword of choice.
Executioner 1
Fighter 3
Executioner 2
Weapon Maintenance
Executioners specialize in the often brutal styles of hafted weapons such as Axes, Hammers, and even Flails. These weapons are optimized for using brute strength to destroy an enemies defenses. Depending on the type of hafted weapon, these Fighters may bring about specially powerful strikes and Finishers to break their enemies before them.
Spearmen 1
Fighter 3
Spearmen 2
Weapon Maintenance
The Spearmen is the master of using range and movement together to dominate the battlefield. Spearmen may make use of the advantages of Spears, Glaives, Halberds, and Javelins to give them a great variety of options in combat. In addition to using their range to their advantage, they gain powerful specialized finishers for their chosen weapon.
Commander 1
Fighter 3
+
Cha 2
Commander 2
Leader 1
A Commander is someone who has decided to tale up the responsibility of leading others into battle. Commanders are keenly aware of battle and may Command others to enhance their effectiveness on the field. Additionally Commanders may use their leadership abilities to recruit followers who they my directly command in battle.
Fighter Master
Master of the Blade
Elite Character
+
Swordsman 2/Execution2/Spearmen 2
+
7 Weapon Specialties
+
Dex 3
When a Fighter masters the arts of war, they become a Master of the Blade. For these Fighters, combat is less a skill and more of an art form in which their vast practice and knowledge allows them to decimate their foes. Time is sad to slow down for them in battle and they have a peerless ability to read the fight, participate in Showdowns, and may attack twice in a single round. In addition they may read individual Fighters as well, quickly finding the flaws in their style that can be exploited.
Lord
Elite Character
+
Commander 1
+
Rider 3
+
Cha 2
+
Dex 2
When a Fighter has achieved enough renown as a combatant and leader of men, he may be recruited as Lord. These Fighters are much sought after by the powers of the realm and will provide riches and even armies in exchange for a promise of loyalty. These Lords gain the ability to not only gain additional men at their disposal, but may use the armies of the realm on occasion and then lead these armies in battle, using their tactics, strategies, and charisma to lead them toward victory.
Arknight
Elite Character
+
Scholar (Cosmological Studies 2)
+
Int 2
+
Dex 2
+
Armiger of Blaze/Crysalis/Torment/Rot/Eternity/Oblivion
Beyond the power of an Armiger, is the Arknight, one who has mastered the art of the arcane blade. Arknight are complete devotees to their Order, and can feel this power running through them and which they can unleash to devastating effect. Arknight have mastered the ability to Battle Incant, and can activate their Weapon Aura with only a thought. But the true power of the Arknight is the Arcrender, a powerful final technique that concentrates the power of the order into a single powerful strike.
Basic
Fighter 1
Basic
Techniques
Read Fight
Free
1
S
+

Choose 2:
Endr
/
Sense
/
Int
/
Spirit
Must be Attacking / Grappling / Being Attacked.
1S: +1 Edge until end of Round.
1 Edge
Combat Skill
:
+1
D
to Hit (melee weapon)/Dmg (melee weapon)/Defend Check. (Max 2 per Check.) Ignores
6 Only
.
1 Edge
Riposte
:
May Block and Hit with same Weapon this Round. (Not Large Weapons.)
Showdown
Free
Can use only if you + Target are Melee Attacking each other.
Choose
Str
/
Dex
/
Agl
/
Sense
/
Int
Challenge Vs. Target.
Lose: Target has +1
S
to Hit and Dmg.
Win:
+
1
S
to Hit and Dmg. (Max 3 times.)
Lose: Target has
+
1
S
to Hit and Dmg. (Max 3 times.)
Tie: You and Target get
+
1
S
to Hit and Dmg. (Max 3 times.)
Fighter 2
Basic
Weapon/Armor Care
Maintenance
Downtime
Sharpen Weapon
Dex
+
Sense
Requires Weapon Repair Kit.
1S: +1 Sharpness.
/3  Sharpness
1 Sharpness: +1
D
Melee Dmg.
Weapon Knowledge:
+
1
S
to Repair Weapon.
Techniques
Read Fight
Free
2
S
+

Choose 3:
Endr
/
Sense
/
Int
/
Spirit
Must be Attacking / Grappling / Being Attacked.
1S: +1 Edge until end of Round..
1 Edge
Combat Skill
:
+1
D
to Hit (melee weapon)/Dmg (melee weapon)/Defend Check. (Max 3 per Check.) Ignores
6 Only
.
1 Edge
Riposte
:
May Block and Hit with same Weapon this Round. (Not Large Weapons.)
3 Edge
Shield Attack
:
May Attack with Shield as Add-On.
Showdown
Free
Can use only if you + Target are Melee Attacking each other.
Choose
Str
/
Dex
/
Agl
/
Sense
/
Int
Challenge Vs. Target.
1 Edge
:
1
D
to Showdown Check. (Max 3 per Check.)
Desperation
:
(Requires 3 or more Head/Torso Wound)
+
Spirit
Win: +1
S
to Hit and Dmg. All Allies gain 1
D
Will.
Lose: Target has +1
S
to Hit and Dmg.
Tie: You and Target get +1
S
to Hit and Dmg.
Weapon Techniques
1 Edge
(Sword) Deep Cut
:
+
2
D
to Bleeding. (Max 2 times.)
1 Edge
(Hafted) Power Hit
:
+
2
D
to Dmg.
+
2
D
Dmg to Weapon. (Max 2 times.)
1 Edge
(Pole-Arm) Defensive Stance
:
+
2
D
to Pole-Arm Distance. (Max 2 times.)
Fighter 3
Basic
Weapon/Armor Care
Maintenance
Downtime
Sharpen Weapon
Dex
+
Sense
Requires Weapon Repair Kit.
1S: +1 Sharpness.
Maintain Armor/Shield
Endr
+

Sense
Requires Armor Repair Kit.
1S: +1 Durability.
/3  Sharpness
1 Sharpness: +1
D
Melee Dmg.
/3  Durability
1 Durability: Armor/Shield absorbs +1
D
Dmg.
Repair Knowledge: +1
S
to Repair Weapon.
Armor Knowledge: +1
S
to Repair Armor/Shield.
Techniques
Read Fight
Free
1
S
+

Endr
+
Sense
+
Int
+
Spirit
Must be Attacking / Grappling / Being Attacked.
1S: +1 Edge.
1 Edge
Combat Skill
:
+
1
D
to Hit (melee weapon)/Dmg (melee weapon)/Defend Check. (Max 3 per Check.) Ignores
6 Only
.
1 Edge
Riposte
:
May Block and Hit with same Weapon this Round. (Not Large Weapons.)
3 Edge
Shield Attack
:
May Attack with Shield as Add-On.
Showdown
Free
Can use only if you + Target are Melee Attacking each other.
Choose
Str
/
Dex
/
Agl
/
Sense
/
Int
Challenge Vs. Target.
1 Edge
:
1
D
to Showdown Check. (Max 3 per Check.)
Desperation
:
(Requires 3 or more Head/Torso Wound)
+
Spirit
+
1
D
Win: +1
S
to Hit and Dmg. All Allies gain
Cha
Will.
Lose: Target has +1
S
to Hit and Dmg.
Tie: You and Target get +1
S
to Hit and Dmg.
Parry
Active/Defend
On Full Block may Attack with +1
S
to Hit and Dmg.
Weapon Techniques
1 Edge
(Sword) Deep Cut
:
+
3
D
to Bleeding. (Max 2 times.)
1 Edge
(Hafted) Power Hit
:
+
3
D
to Dmg.
+
2
D
Dmg to Weapon. (Max 2 times.)
1 Edge
(Pole-Arm) Defensive Stance
:
+
2
D
to Pole-Arm Distance and may add all Space Succeses to Hit. (Max 2 times.)
Advanced
Swordsman
Swordsman 1
Advanced
Abilities can only be used with Sword.
Techniques
Read Fight
Free
1
S
+
Endr
+
Sense
+
Int
+
Spirit
Must be Attacking / Grappling / Being Attacked.
1S: +1 Edge.
Riposte
:
May Block and Hit with a Sword this Round.
Half Sword Stance
:
+1 Bypass, Range 0.
Off-Hand Fighting
:
Ignore
6 Only
.
Showdown
Active/Defend
Server occurs on 1 less Dmg. Gain 3
D
Edge on Success.
Parry
Active/Defend
On Full Block may Attack with +1
S
to Hit and Dmg and gain 4
D
Edge.
2 Edge
Kick
Active (Add-On)
Strike
1
S
+
Dex
+
1
D
Bash
1
S
+
Str
+
Agl
Push 1 (Resist w/
Str
)
Long Sword Specialist
%
Extra Block
:
May Block twice in a Round.
Spin Slash
:
May attack two adjacent enemies with a single Attack.
Deep Cut
:
+1 Bleeding.
Curved Sword Specialist
%
Limb Slash
:
+
2
D
Dmg to Limbs.
Cut Through
:
+
2
D
ArPen
.
Quick Cut
:
-
1
S
to Target's Dodge.
Thrusting Sword Specialist
%
Disarming Strike
:
Use 1
S
of Hit. Target Ressit 2 Disarm w/
Dex
+
Fort
.
Precise Thrust
:
+
1
S
Bypass.
Great Sword Specialist
%
Enhanced Half Sword
:
Has Range 1. (Can't Distance. Can't increase range.)
Increased Range
:
+
1
D
when using Distance.
Spin Attack
Active (Add-On)
Strike, Circle
1
S
+
Dex
+
3
D
Slash
1
S
+
3
D
Bleeding 1
Double Sword Specialist
%
Double Attack
:
Attack an additional time.
Swordsman 2
Advanced
Abilities can only be used with Sword. Swordsman 1 specialization progress carries over.
Techniques
Read Fight
Free
1
S
+
Endr
+
Sense
+
Int
+
Spirit
+
1
D
Must be Attacking / Grappling / Being Attacked.
1S: +1 Edge.
Riposte
:
May Block and Hit with a Sword this Round.
Half Sword Stance
:
+
1
S
+
1
D
Bypass, Range 0.     Off-Hand Fighting
:
Ignore
6 Only
.
3 Edge
Finisher: Do Finisher. 1
S
to Hit and Dmg.
Showdown
Active/Defend
May choose 2 Stats instead of 1.
Server occurs on 1 less Dmg. Gain 3
D
Edge on Success.
Step Through Showdown: After Showdown may move a Space over/past them.
Multiple Showdowns: May do a showdown for each attack.
3 Edge: Finisher Action as part of Showdown.
Parry
Active/Defend
On Full Block may Attack with
+
1
S
+
1
D
to Hit and Dmg. Gain 5
D
Edge.
2 Edge
Kick
Active (Add-On)
Strike
1
S
+
Dex
+
1
D
Bash
1
S
+
Str
+
Agl
Push 1 (Resist w/
Str
)
Long Sword Specialist
%
Extra Block
:
May Block twice in a Round.      
/
1 Edge
Deep Cut
:
+1 Bleeding.
Spin Slash
:
May attack two adjacent enemies with a single Attack.
Finisher: On win move Target 1 Space in any direction, and +1 Bleeding.
Curved Sword Specialist
%
Limb Slash
:
+
2
D
Dmg to Limbs.       Cut Through
:
+
2
D
ArPen
.
/
1 Edge
Quick Cut
:
-
1
S
to Target's Dodge.
Finisher: On win
+
1
D
Dmg and Sever at Limbs on 4 Dmg.
Thrusting Sword Specialist
%
Disarming Strike
:
Use 1
S
of Hit. Target Ressit 2 Disarm w/
Dex
+
Fort
.
/
1 Edge
Precise Thrust
:
+
1
S
Bypass.
Finisher: On win Bypass all Armor and first level of Harm.
Great Sword Specialist
%
Enhanced Half Sword
:
Has Range 1. (Can't Distance. Can't increase range.)
Increased Range
:
+
1
D
when using Distance.
Finisher: On win sever in Half at 7 Dmg,
ArPen
2, Add
Str
Dmg and
Str
Bleeding.
Spin Attack
Active (Add-On)
Strike, Circle
1
S
+
Dex
+
3
D
Slash
1
S
+
3
D
Bleeding 1
Double Sword Specialist
%
/
2 Edge
Double Attack
:
Attack an additional time.
Finisher: On win get
+
1
S
on Hit and Dmg on second attack.
Executioner
Executioner 1
Advanced
Abilities can only be used with Hafted weapons.
Techniques
Read Fight
Free
1
S
+
Endr
+
Sense
+
Int
+
Spirit
Must be Attacking / Grappling / Being Attacked.
1S: +1 Edge.
Smash Back
:
Add Push
Str
+
1
D
to Dmg (Resist w/
Str
).
Off-Hand Fighting
:
Ignore
6 Only
.
Break Dmg
:
+
2
D
Dmg to Weapon (ignore DR) and Weapon Dmg this Round.
Showdown
Active/Defend
Server occurs on 1 less Dmg. Gain 3
D
Edge on Success.
2 Edge
Kick
Active (Add-On)
Strike
1
S
+
Dex
+
1
D
Bash
1
S
+
Str
+
Agl
Push 1 (Resist w/
Str
)
Axe Specialist
%
Deep Cut
:
+
2
D
Bleeding.
Axe Thrower
:
+
2
D
to Hit and Dmg when throwing an Axe. Sever on a 5 Dmg.
Hammer/Mace Specialist
%
Armor Breaker
:
ArPen
+
3
D
.
Power Hit
:
6 Only
on Hit. 1
S
Dmg.
Skull Breaker
:
Target Resist 1 Dazed w/
Fort
Flail Specialist
%
Wide Strike: May attack two adjacent enemies with a single Attack.
Swing Around: All Targets have
6 Only
to Block.
Flail Spin
Active
May Attack everyone around you.
Strike, Circle
1
S
+
Dex
:
Target 6 Only on Block.
Slash
2
S
+
Str
Bleeding 1
Risky Hit
Dex
+
1
D
0S: Hit Self. (Use Hit above.)
Executioner 2
Advanced
Abilities can only be used with Hafted weapons.
Techniques
Read Fight
Free
1
S
+
Endr
+
Sense
+
Int
+
Spirit
+
1
D
Must be Attacking / Grappling / Being Attacked.
1S: +1 Edge.
Riposte: May Block and Hit with a Hafted Weapon this Round.
Smash Back
:
Add Push
Str
+
1
D
to Dmg (Resist w/
Str
).
Off-Hand Fighting
:
Ignore
6 Only
.
Break Dmg
:
+
3
D
Dmg to Weapon (ignore DR) and Weapon Dmg this Round.
3 Edge
Finisher: Do Finisher. 1
S
to Hit and Dmg.
Showdown
Active/Defend
May choose 2 Stats instead of 1.
Server occurs on 1 less Dmg. Gain 3
D
Edge on Success.
Step Through Showdown: After Showdown may move a Space over/past them.
Multiple Showdowns: May do a showdown for each attack.
3 Edge: Finisher Action as part of Showdown.
2 Edge
Kick
Active (Add-On)
Strike
1
S
+
Dex
+
1
D
Bash
1
S
+
Str
+
Agl
Push 1 (Resist w/
Str
)
Axe Specialist
%
Deep Cut
:
+
3
D
Bleeding. Sever on 5 Dmg.
Axe Thrower
:
+
2
D
to Hit and Dmg when throwing an Axe.
/
1 Edge
Broad Swing
:
Can attack adjacent Targets with a single Attack.
Finisher: Additional
+
Dmg. Sever a Limb on 4 Dmg.
Hammer/Mace Specialist
%
Armor Breaker
:
ArPen
+
5
D
.
Power Hit
:
6 Only
on Hit. 1
S
+
2
D
Dmg.
Skull Breaker
:
Target Resist 2 Dazed w/
Fort
.
Finisher:
ArPen
+
2
S
+
Str
. Break a Limb on 4 Dmg.
Flail Specialist
%
Wide Strike: May attack two adjacent enemies with a single Attack.
Swing Around: All Targets have
6 Only
to Block.
Finisher: May enter Grapple with
+
2
D
to all Strangle Checks.
Flail Spin
Active
May Attack everyone around you.
Strike, Circle
1
S
+
Dex
+
1
D
:
Target 6 Only on Block.
Slash
2
S
+
Str
+
2
D
Bleeding 1
Risky Hit
Dex
+
1
D
0S: Hit Self. (Use Hit above.)
Spearman
Spearman 1
Advanced
Abilities can only be used with Spears.
Techniques
Read Fight
Free
1
S
+
Endr
+
Sense
+
Int
+
Spirit
Must be Attacking / Grappling / Being Attacked.
1S: +1 Edge.
Riposte
:
May Block and Hit with a Spear this Round.
Keep Distance
:
+
1
D
to Distance Checks.
Ranged Block
:
May Block Hits for allies that are in or move through adjacent spaces.
Single Hand
:
Can use Spear with 1 Hand and no
6 Only
.
Showdown
Active/Defend
Server occurs on 1 less Dmg. Gain 3
D
Edge on Success.
2 Edge
Kick
Active (Add-On)
Strike
1
S
+
Dex
+
1
D
Bash
1
S
+
Str
+
Agl
Push 1 (Resist w/
Str
)
Spear Specialist
%
Defensive Stance:
+
2
D
to Distance,
6 Only
to Dmg.
Increased Range
:
Range is increased by when using .
Precise Hit
:
+
1
D
Bypass.
Glaive Specialist
%
Limb Slash
:
+
2
D
Dmg to Limbs.
Cut Through
:
+
1
D
ArPen
.
Quick Cut
:
-
1
S
to Target's Dodge.
Halberd Specialist
%
Double Strike: May attack again with another part of the Halbred.
Javelin Specialist
%
Javelin Skills:
+
1
D
to Hit w/ Javelin.
+
2
D
to
ArPen
when Javelin is thrown.
Javelin Penetration: On Sucessful Hit Target has Slow 2. Remove is an Active Action and causes 2 Bleeding.
Spearman 2
Advanced
Abilities can only be used with Spears.
Techniques
Read Fight
Free
1
S
+
Endr
+
Sense
+
Int
+
Spirit
Must be Attacking / Grappling / Being Attacked.
1S: +1 Edge.
Riposte
:
May Block and Hit with a Spear this Round.
Keep Distance
:
+
1
D
to Distance Checks.
Ranged Block
:
May Block Hits for allies that are in or move through adjacent spaces.
Single Hand
:
Can use Spear with 1 Hand and no
6 Only
.
Lunge Attack:
+
3
D
Dmg if moving at least 2 Spaces toward Target.
3 Edge
Finisher: Do Finisher. 1
S
to Hit and Dmg.
Showdown
Active/Defend
May choose 2 Stats instead of 1.
Server occurs on 1 less Dmg. Gain 3
D
Edge on Success.
Step Through Showdown: After Showdown may move a Space over/past them.
Multiple Showdowns: May do a showdown for each attack.
3 Edge: Finisher Action as part of Showdown.
2 Edge
Kick
Active (Add-On)
Strike
1
S
+
Dex
+
1
D
Bash
1
S
+
Str
+
Agl
Push 1 (Resist w/
Str
)
Throw Spear
Active
Strike
1
S
+
Dex
+
Sense
Use Weapon Dmg
Spear Specialist
%
Defensive Stance:
+
3
D
to Distance,
6 Only
to Dmg.
Increased Range
:
Range is increased by when using .
Precise Hit
:
+
3
D
Bypass.
Finisher: Move Target 1 Space in any direction, and +1 Bleeding.
Glaive Specialist
%
Limb Slash
:
+
3
D
Dmg to Limbs.            Cut Through
:
+
2
D
ArPen
.
/
1 Edge
Quick Cut
:
-
1
S
to Target's Dodge.
Finisher: On win
+
1
D
Dmg and Sever at Limbs on 4 Dmg.
Halberd Specialist
%
Double Strike: May attack again with another part of the Halbred.
Finisher: May attack again with another part of the Halbred.
Javelin Specialist
%
Javelin Skills:
+
1
D
to Hit w/ Javelin.
+
2
D
to
ArPen
when Javelin is thrown.
Deft Aim: Can throw over Targets and low walls
Javelin Penetration: On Sucessful Hit Target has Slow 2. Remove is an Active Action and causes 2 Bleeding.
Finisher: Bypass all Armor.
+
2
D
Bleeding.
Commander
Commander 1
Advanced
Recruiting
Recruit
Downtime
Cha
+
1
D
+1 Fatigue/Stress.
2S: Get a new recruit.
Train
Downtime
Cha
+
1
D
1S: Soldier has +1 Morale. (3 Max).
May have up to 2 Soldiers.
Recruits: Starts as New Recruit (aka Human w/ Club/Improvised Spear).
Man at Arms: New Recruit turns to Man at Arms w/ 75G worth of equipment (Note: Trades in gear to become in arms gear).
Soldiers will rebel if not fed or ordered to certain to death.
Commanding
Command
Free
Cha
+
1
D
Active:
+
1
S
1S: + 1 Will to Ally within .
Commander 2
Advanced
Recruiting
Recruit
Downtime
Cha
+
2
D
+1 Fatigue/Stress.
2S: Get a new recruit.
Train
Downtime
Cha
+
2
D
1S: Soldier has +1 Morale. (3 Max).
May have up to 3 Soldiers.
Recruits: Starts as New Recruit (aka Human w/ Club/Improvised Spear).
Man at Arms: New Recruit turns to Man at Arms w/ 75G worth of equipment (Note: Trades in gear to become in arms gear).
Mercenary: A Man at Arm w/ gain Inspiration. 3 Inspiration and 40G may level up to Mercenary.
Soldiers will rebel if not fed or ordered to certain to death.
Commanding
Command
Free
Cha
+
2
D
Active:
+
1
S
1S: + 1 Will to Ally within .
Defender
Defender
Advanced
Abilities can only be used with Shield.
Techniques
Read Fight
Free
1
S
+
Endr
+
Sense
+
Int
+
Spirit
Must be Attacking / Grappling / Being Attacked.
1S: +1 Edge.
If Blocking gain
+
1
D
Edge.
+
1 Edge
Shield Attack
:
Shield use Shield Bash as Add on.
Showdown Block
Defend Add-On
+
2
D
to Block whenever doing Showdown
Parry
Active/Defend
On Full Block may Attack with +1
S
to Hit and Dmg and gain 4
D
Edge.
2 Edge
Kick
Active (Add-On)
Strike
1
S
+
Dex
+
1
D
Bash
1
S
+
Str
+
Agl
Push 1 (Resist w/
Str
)
Buckler Specialist
%
+
1
D
Hit,
+
1
D
Dmg, Bypass 2
D
Round/Kite Shield Specialist
%
+
1
D
Push Contest,
+
1
D
Bash Dmg, +1 Absorb
Tower Shield Specialist
%
May use two-handed shield with one hand.
Cavalry
Cavalry
Multiclass
Riding Skills Combat Horse: May control Horse in Combat (including Kick and Trample).
Horse Connection: Bonded Horse does not panic unless breakdown
Horse Morale: Horse may gain Morale which can be used. May apply your Morale/Will to Horse.
Expert Rider:
+
1
D
to Horse Manuever.
Expert Mount/Dismount: May Dodge while mounting/dismounting a horse.
Combat Skills Mounted Fighter: No Penalty to Attack checks while riding.
+
1
D
to Block/Dodge while on Horse.
(Rider) + (Horse) Charge Down: Must be moving at least 2 Spaces toward Target on Horse.
     
+
Agl
to Hit,
+
1
S
+
Str
to Dmg. May apply Knockdown 2 (Resist w/
Str
).
Multiclass
Spirit Blade
Spirit Blade 1
Multiclass
Combat Skills
Riposte
:
May Block and Hit with a Sword this Round.
Channel Off-Hand
:
Gain 3
D
Fatigue. Ignore
6 Only
for rest of Combat.
Sword Stances May only use one stance per Round.
Ki Stance
:
Gain 2
D
Ki
whenever attacking with a sword.
Sheathed Stance
:
+
2
D
to Dmg and
ArPen
2
D
. Gain 1
D
Ki
per Dmg dealt. (Dmg dealt to armor does not count.) Max Move 1.
Ki Skills
1 Ki
Blade Beam (Short)
:
May Strike with Sword as Proj with Range .
2 Ki
Blade Beam (Long)
:
May Strike with Sword as Proj with Range .
2 Ki
Piercing Strike
:
+
1
S
to Dmg,
ArPen
5
D
, Server at 5 Dmg.
1 Ki
Multi Block
:
May Block with Sword once per Attack. 1
D
to each Block.
Spirit Blade 2
Multiclass
Combat Skills
Riposte
:
May Block and Hit with a Sword this Round.
Channel Off-Hand
:
Gain 2
D
Fatigue. Ignore
6 Only
for rest of Combat.
Sword Stances May only use one stance per Round.
Ki Stance
:
Gain 3
D
Ki
whenever attacking with a sword.
Sheathed Stance
:
+
3
D
to Dmg and
ArPen
4
D
. Gain 1
D
Ki
per Dmg dealt. (Dmg dealt to armor does not count.) Max Move 1.
Death Puppet Stance
:
To activate take 6 Torso Dmg as Active Action.
      Move +1,
+
2
D
to Hit,
+
1
S
to Dmg,
+
4
D
ArPen,
     
+
3
D
Ki per Round,
+
3
D
Edge per Round.
Ki Skills
1 Ki
Blade Beam (Short)
:
May Strike with Sword as Proj with Range .
     
+
1
D
to Hit or Dmg.
2 Ki
Blade Beam (Long)
:
May Strike with Sword as Proj with Range .
     
+
1
D
to Hit or Dmg. May use a Hit Success to increase Range by . (Max 2)
2 Ki
Piercing Strike
:
+
1
S
+
1
D
to Dmg,
ArPen
6
D
, Server at 5 Dmg.
1 Ki
Multi Block
:
May Block with Sword once per Attack. 2
D
to each Block.
1 Ki
Imapler Grapple
:
May enter Grapple if doing Dmg to a Target's Torso.
      Further Impale (Grapple)
Str
+
Spirit
1S: Do 1
S
+
1
D
Dmg, Bleeding 2 to Torso.
Hunter
Hunter 1
Multiclass
Tracking Skills
Track
Challenge
Sense
+
1
D
See if monsters are nearby or where they have gone. If you have the scent from a previous clue this is easier.
Ground
Trap
Active
Sense
+
1
D
Resist 2 Wither w/
Endr
+
Spirit
.
Choose 2 unoccupiedAdjacent Spaces.
Any foe who enters space takes 1
S
+
3
D
Dmg to Legs and Resists Trapped 3 (
6 Only
to Attacks, Move 0) w/
Fort
/
Spirit

Remove Trapped (Active
+
1
S
/
Free):
Str
/
Agl
1S: -1 Trapped.
Brews
Brew
Downtime
See Brew Action.
Monster Remains+Water+Herb 1S: Make Monster Venom (Max:3 Doses) for that Monster Type.
      Ex: Goblinoid, Reptilian, Human, Elf, Dwarf, Draconic, etc.
Eye+Water+Herb 1S: Make Liquor of the Senses (Max:2 Doses)
Heart+Water+Herb 1S: Make Liquor of the Body (Max:1 Dose)
Monster
Venom
May apply to Weapon as an Active Action.
After applied rest of Day attacks w/ weapon do Poison 2 (Resist w/
Str
/
Sprt
) and
ArPen
3
D
to those types of monsters.
Monster Type
1:
2:
3:
Liquor
of the
Senses
May drink as an Active Action. For rest of day after drinking:
      Rest of Day
+
1
D
to Hit and Defend.
      +1 Wither: May reroll and Hit or Defend. (Once per Check.)
At end of Day Resist +3 Wither.
/2
Liquor
of the
Body
May drink as an Active Action. For rest of day after drinking:
      For rest of the day, may lower all Dmg taken by 1
D
.
      +1 to 2 of
Str
,
Fort
,
Dex
,
Agl
.
At end of Day Resist +4 Wither.
/1
Hunter 2
Multiclass
Tracking Skills
Track
Challenge
Sense
+
Spirit
See if monsters are nearby or where they have gone. If you have the scent from a previous clue this is easier.
Bait
Challenge
Sense
+
Int
Create bait that's hard for monsters to Resist.
Ground
Trap
Active
Sense
+
1
D
Resist 2 Wither w/
Endr
+
Spirit
.
Choose 3 unoccupiedAdjacent Spaces.
Any foe who enters space takes 1
S
+
3
D
Dmg to Legs and Resists Trapped 4 (
6 Only
to Attacks, Move 0) w/
Fort
/
Spirit

Remove Trapped (Active
+
1
S
/
Free):
Str
/
Agl
1S: -1 Trapped.
Rough Terrain Trap
Challenge
Sense
+
Int
Choose up tp 4 Adjacent Spaces and they become Difficult 1.
Brews
Brew
Downtime
See Brew Action.
Monster Remains+Water+Herb 1S: Make Monster Venom (Max:5 Doses) for that Monster Type.
      Ex: Goblinoid, Reptilian, Human, Elf, Dwarf, Draconic, etc.
Monster Remains+Water+Herb 1S: Make Monster Gas (Max:2 Doses) for that Monster Type.
Eye+Water+Herb 1S: Make Liquor of the Senses (Max:3 Doses)
Heart+Water+Herb 1S: Make Liquor of the Body (Max:2 Dose)
Monster
Venom
May apply to Weapon as an Active Action.
After applied rest of Day attacks w/ weapon do Poison 3 (Resist w/
Str
/
Sprt
) and
ArPen
4
D
to those types of monsters.
Monster Type
1:
2:
3:
4:
5:
Monster
Gas
Use as Active Action.
Create 2R Circle that applies Fatigue 3 (Resist w/
Str
/
Spirit
) to monster for the first Round and each round after that they Resist Fatigue 1 (Resist w/
Str
/
Spirit
).
Monster Type
1:
2:
Liquor
of the
Senses
May drink as an Active Action. For rest of day after drinking:
      Rest of Day
+
1
D
to Hit and Defend.
     
+
1
D
Wither:
May reroll and Hit or Defend. (Once per Check.)
At end of Day Resist +3 Wither.
/3
Liquor
of the
Body
May drink as an Active Action. For rest of day after drinking:
      For rest of the day, may lower all Dmg taken by 1
D
.
      +1 to 3 of
Str
,
Fort
,
Dex
,
Agl
.
At end of Day Resist +4 Wither.
/2
Armiger
Armiger of Awakening
Advanced
Must have an Armiger Blade
Making an Armiger Blade requires 3 days and some steal. Each day Resist 2 Fatigue w/
Endr
.
Armiger Meditation
Prep Spell
Downtime
Int
+
Spirit
+
Dex
1S: Ready 1 Armiger Incantation.
Armiger Skills If using Arcane Surge abilities without Arcane Surge gain that much Backlash.
Backlash: 2
D
Stamina Loss and 2
D
Dmg to Arm or Torso per Backlash.
1 Edge
:
1
D
Arcane Surge
.
1 Edge
Riposte: May Attack and Block with the same Weapon.
May gain Arcane Surge instead of Edge when winning a Showdown.
Battle Incant
Active
Int
+
1
D
/
Spirit
+
1
D
1S: Gain 1
Arcane Surge
1 Arcane Surge

Weapon Aura
Free
Int
+
Spirit
Weapon now does
+
1
D
Hit,
+
1
D
Dmg, an
+
1
D
ArPen
for the rest of Combat.
Armiger Incantations
1 Arcane Surge

Arcane Strike
Attack Add-On
Requires Active Weapon Aura and attack with an Arcane Blade.
+
1
S
to Hit,
+
2
D
to Dmg.
1 Arcane Surge
/
1 Backlash: May add
+
2
D
to Dmg.
/2
1 Arcane Surge

Arcane
Defend
Defend
1
S
+
Agl
+
1
D
On Full Block may Push Back
Str
+
2
D
(Resist w/
Str
/
Sprt
)
1 Arcane Surge
/
1 Backlash: May add
+
2
D
to Block and
+
1
S
to Push Back.
/2
1 Arcane Surge

Arcane Step
Move Add-On
Move 4 Spaces. Those who want to Impede must use
Spirit
.
+
1
D
to Dodge.
/2
Armiger of Blaze
Advanced
Must have an Armiger Blade
Making an Armiger Blade requires 3 days and some steal. Each day Resist 2 Fatigue w/
Endr
.
Armiger Meditation
Prep Spell
Downtime
1
S
+
Int
+
Spirit
+
Dex
1S: Ready 1 Armiger Incantation.
Armiger Skills If using Arcane Surge abilities without Arcane Surge gain that much Backlash.
Backlash: 2
D
Stamina Loss and 2
D
Dmg to Arm or Torso per Backlash.
1 Edge
:
1
D
1 Arcane Surge
.
1 Edge
Riposte: May Attack and Block with the same Weapon.
May gain Arcane Surge instead of Edge when winning a Showdown.
Battle Incant
Active/Free
6 Only
Int
+
Spirit
1S: Gain 1
1 Arcane Surge
1 Arcane Surge

Weapon Aura
Free
Int
+
Spirit
Weapon now does
+
1
D
Hit,
+
1
D
Dmg, an
+
3
D
ArPen
and Burning 1 OR Dazed 1 for the rest of Combat.
Armiger Incantations
1 Arcane Surge

Arcane Strike
Attack Add-On
Requires Active Weapon Aura and attack with an Arcane Blade.
+
1
S
to Hit,
+
3
D
to Dmg, 1
S
+
1
D
Burning.
1 Arcane Surge
/
1 Backlash: May add
+
3
D
to Dmg. +1 Burning. May do as part of showdown.
/2
1 Arcane Surge

Arcane
Defend
Defend
1
S
+
Agl
+
2
D
On Full Block may apply
+
3
D
Dmg to Weapon and 3
D
Dmg to wielder's Arm and may Push Back
Str
+
2
D
(Resist w/
Str
/
).
1 Arcane Surge
/
1 Backlash: May add
+
3
D
to Weapon and Dmg to wielder Arm
+
1
S
to Push Back.
/2
1 Arcane Surge

Arcane Step
Move Add-On
Move 4
+
Agl
Spaces. Those who want to Impede must use
Spirit
.
+
1
D
to Dodge.
1 Arcane Surge
:
An unoccupied Space moved through is on Fire and applied Blast 2 Dmg and Burning 1 to anyone who moves into it.
/2
1 Arcane Surge

Flash
Attack Add-On
All in Cone 1, Resist 2 Blinded w/
Fort
/
Spirit
.
Blinded:
6 Only
to Defend. Remove (Free)
/
Fort
/2
Armiger of Chrysalis
Advanced
Must have an Armiger Blade
Making an Armiger Blade requires 3 days and some steal. Each day Resist 2 Fatigue w/
Endr
.
Armiger Meditation
Prep Spell
Downtime
1
S
+
Int
+
Spirit
+
Dex
1S: Ready 1 Armiger Incantation.
Armiger Skills If using Arcane Surge abilities without Arcane Surge gain that much Backlash.
Backlash: 2
D
Stamina Loss and 2
D
Dmg to Arm or Torso per Backlash.
1 Edge
:
1
D
Surge.
1 Edge
Riposte: May Attack and Block with the same Weapon.
May gain Arcane Surge instead of Edge when winning a Showdown.
Battle Incant
Active/Free
6 Only
Int
+
Spirit
1S: Gain 1 Surge
1 Arcane Surge

Weapon Aura
Free
Int
+
Spirit
Weapon now does
+
1
D
Hit,
+
1
D
Dmg, an
+
3
D
ArPen
and Frozen 2
D
for the rest of Combat.
Frozen 1-3: 6 Only Pace 1. (0 if already 1). 4-6: Can't Move/Act. 7: Dying. Remove Active/Free
6 Only
w/
Fort
+
Spirit
Armiger Incantations
1 Arcane Surge

Arcane Strike
Attack Add-On
Requires Active Weapon Aura and attack with an Arcane Blade.
+
1
S
to Hit,
+
3
D
to Dmg,
+
3
D
Frozen.
1 Arcane Surge
/
1 Backlash: May add
+
3
D
to Dmg.
+
2
D
Frozen. May do as part of showdown.
/2
1 Arcane Surge

Arcane
Defend
Defend
1
S
+
Agl
+
2
D
On Full Block may apply
+
3
D
Frozen to wielder's and may Push Back
Str
+
2
D
(Resist w/
Str
/
).
1 Arcane Surge
/
1 Backlash: May add
+
3
D
Frozen to wielder and
+
1
S
to Push Back.
/2
1 Arcane Surge

Arcane Step
Move Add-On
Move 4
+
Agl
Spaces. Those who want to Impede must use
Spirit
.
+
1
D
to Dodge.
1 Arcane Surge
:
Ground moved over becomes Difficult 1.
/2
1 Arcane Surge

Blizzard
of Blades
Attack Add-On
All in Circle 1 take Blast 4
D
Peirce Dmg and Resist Frozen 1 w/
Fort
/
Spirit
.
/2
Armiger of Torment
Advanced
Must have an Armiger Blade
Making an Armiger Blade requires 3 days and some steal. Each day Resist 2 Fatigue w/
Endr
.
Armiger Meditation
Prep Spell
Downtime
1
S
+
Int
+
Spirit
+
Dex
1S: Ready 1 Armiger Incantation.
Armiger Skills If using Arcane Surge abilities without Arcane Surge gain that much Backlash.
Backlash: 2
D
Stamina Loss and 2
D
Dmg to Arm or Torso per Backlash.
1 Edge
:
1
D
Surge.
1 Edge
Riposte: May Attack and Block with the same Weapon.
May gain Arcane Surge instead of Edge when winning a Showdown.
Battle Incant
Active/Free
6 Only
Int
+
Spirit
1S: Gain 1 Surge
1 Arcane Surge

Weapon Aura
Free
Int
+
Spirit
Weapon now does
+
1
D
Hit,
+
1
D
Dmg, an
+
3
D
ArPen
and 1 Terror (Resist w/
Spirit
) and you remove 1
D
Harm.
Armiger Incantations
1 Arcane Surge

Arcane Strike
Attack Add-On
Requires Active Weapon Aura and attack with an Arcane Blade.
+
1
S
to Hit,
+
3
D
to Dmg, 1
S
+
1
D
Terror (Resist w/
Spirit
), you Remove 3
D
Harm.
1 Arcane Surge
/
1 Backlash: May add
+
3
D
to Dmg,
+
2
D
Terror, and remove 2
D
Harm. May do as part of showdown.
/2
1 Arcane Surge

Arcane
Defend
Defend
1
S
+
Agl
+
2
D
On Full Block remove Harm for half (rounded up) of Dmg it would have done.
1 Arcane Surge
/
1 Backlash: Gain that many Arcane Surge. Resist gaining 2 Terror w/
Spirit
+
1
D
)
/2
1 Arcane Surge

Arcane Step
Move Add-On
Move 4
+
Agl
Spaces. Cannot be impeded. May move additional 2 Spaces if ending in a shadow.
+
1
D
to Dodge.
/2
1 Arcane Surge

Blood Mist
Attack Add-On
All in 4 adjacent spaces have
6 Only
to Hit and lose 1
D
Torso Wound per Round for 1
S
+
3
D
Rounds.
/2
Armiger of Rot
Advanced
Must have an Armiger Blade
Making an Armiger Blade requires 3 days and some steal. Each day Resist 2 Fatigue w/
Endr
.
Armiger Meditation
Prep Spell
Downtime
1
S
+
Int
+
Spirit
+
Dex
1S: Ready 1 Armiger Incantation.
Armiger Skills If using Arcane Surge abilities without Arcane Surge gain that much Backlash.
Backlash: 2
D
Stamina Loss and 2
D
Dmg to Arm or Torso per Backlash.
1 Edge
:
1
D
Surge.
1 Edge
Riposte: May Attack and Block with the same Weapon.
May gain Arcane Surge instead of Edge when winning a Showdown.
Battle Incant
Active/Free
6 Only
Int
+
Spirit
1S: Gain 1 Surge
1 Arcane Surge

Weapon Aura
Free
Int
+
Spirit
Weapon now does
+
1
D
Hit,
+
1
D
Dmg, an
+
3
D
ArPen
, Dmg counts as Wound and Target must Resist Poison 1 w/
Fort
/
Sprt
.
Armiger Incantations
1 Arcane Surge

Arcane Strike
Attack Add-On
Requires Active Weapon Aura and attack with an Arcane Blade.
+
1
S
to Hit,
+
3
D
to Dmg, and Resist Poison 1
S
+
1
D
w/
Fort
/
Sprt
.
1 Arcane Surge
/
1 Backlash: May add
+
3
D
to Dmg, Resist +1 Poison. May do as part of showdown.
/2
1 Arcane Surge

Arcane
Defend
Defend
1
S
+
Agl
+
2
D
On Full Block Resist Poison 1 w/
Fort
/
Spirit
.
1 Arcane Surge
/
1 Backlash: Gain that many Arcane Surge. Resist gaining 2 Terror w/
Spirit
+
1
D
)
/2
1 Arcane Surge

Arcane Step
Move Add-On
Move 4
+
Agl
Spaces. Cannot be impeded. And moved through get 2 Bleeding.
+
1
D
to Dodge.
/2
1 Arcane Surge

Death Puppet
Attack Add-On
If doing a killing strike, may control body for 1
S
+
Int
+
Spirit
Rounds (They may Resist number of Rounds w/
Spirit
)
/2
Armiger of Eternity
Advanced
Must have an Armiger Blade
Making an Armiger Blade requires 3 days and some steal. Each day Resist 2 Fatigue w/
Endr
.
Armiger Meditation
Prep Spell
Downtime
1
S
+
Int
+
Spirit
+
Dex
1S: Ready 1 Armiger Incantation.
Armiger Skills If using Arcane Surge abilities without Arcane Surge gain that much Backlash.
Backlash: 2
D
Stamina Loss and 2
D
Dmg to Arm or Torso per Backlash.
1 Edge
:
1
D
Surge.
1 Edge
Riposte: May Attack and Block with the same Weapon.
May gain Arcane Surge instead of Edge when winning a Showdown.
Battle Incant
Active/Free
6 Only
Int
+
Spirit
1S: Gain 1 Surge
1 Arcane Surge

Weapon Aura
Free
Int
+
Spirit
Weapon now does
+
1
D
Hit,
+
1
D
Dmg, an
+
3
D
ArPen
, Anyome Hit (including Full Blocks) Resists being moved 1 Space w/
Spirit
/
Str
.
Armiger Incantations
1 Arcane Surge

Arcane Strike
Attack Add-On
Requires Active Weapon Aura and attack with an Arcane Blade.
+
1
S
to Hit,
+
3
D
to Dmg, and Resists being moved 1 Space w/
Spirit
/
Str
(Collision 1
S
+
2
D
.)
1 Arcane Surge
/
1 Backlash: May add
+
3
D
to Dmg, move Target 1 additional space (Collision
+
3
D
). May do as part of showdown.
/2
1 Arcane Surge

Arcane
Defend
Defend
1
S
+
Agl
+
2
D
On Full Block attack is redirected against anyone in 1 Space.
1 Arcane Surge
/
1 Backlash: Attack can be redirected nyone within 3 Spaces.
+
2
D
to this Dmg.
/2
1 Arcane Surge

Arcane Step
Move Add-On
Move 4
+
Agl
Spaces including sideways and upside down along surfaces. May stay in this spot sideways or upside down up to 2 additional turns after step. Anyone who is impeded or adjacent to Path must Resist being moved 1 Space w/
Spirit
/
Str
.
+
1
D
to Dodge.
/2
1 Arcane Surge

Gravitation
Field
Attack Add-On
All in Circle 2 spaces are have -2 to Mode and take Blast 1
S
+
2
D
Dmg w/
ArPen
1 for next 2 Rounds.
/2
Armiger of Oblivion
Advanced
Must have an Armiger Blade
Making an Armiger Blade requires 3 days and some steal. Each day Resist 2 Fatigue w/
Endr
.
Armiger Meditation
Prep Spell
Downtime
1
S
+
Int
+
Spirit
+
Dex
1S: Ready 1 Armiger Incantation.
Armiger Skills If using Arcane Surge abilities without Arcane Surge gain that much Backlash.
Backlash: 2
D
Stamina Loss and 2
D
Dmg to Arm or Torso per Backlash.
1 Edge
:
1
D
Surge.
1 Edge
Riposte: May Attack and Block with the same Weapon.
May gain Arcane Surge instead of Edge when winning a Showdown.
Battle Incant
Active/Free
6 Only
Int
+
Spirit
1S: Gain 1 Surge
1 Arcane Surge

Weapon Aura
Free
Int
+
Spirit
Weapon now does
+
1
D
Hit,
+
1
D
Dmg, an
+
3
D
ArPen
. When hitting anybody, may switch places with them.
Armiger Incantations
1 Arcane Surge

Arcane Strike
Attack Add-On
Requires Active Weapon Aura and attack with an Arcane Blade.
+
1
S
to Hit,
+
3
D
to Dmg, and Resists being moved 1 Space w/
Spirit
/
Str
(Collision 1
S
+
2
D
.)
1 Arcane Surge
/
1 Backlash: May add
+
4
D
to Dmg, and
ArPen
4
D
. Dmg becomes Null Dmg. May do as part of showdown.
Surge3
:
+
2
S
+
5
D
Dmg,
+
6
D
.
/2
1 Arcane Surge

Arcane
Defend
Defend
1
S
+
Agl
+
2
D
On Full Block Do 2
S
+
Spirit
to Weapon w/
ArPen
5
D
1 Arcane Surge
/
1 Backlash: You and Attacker are in 2R Circle subspace realm (exit is perimeter), they take 3
D
Dmg per Round inside.
/2
1 Arcane Surge

Arcane Step
Move Add-On
Move 4
+
Agl
Spaces in any direction. Creates a tunnel in a separate space. Anybody who passes through other than you takes 3
D
Null Blast per Round.
+
1
D
to Dodge.
/2
1 Arcane Surge

Null Field
Attack Add-On
All in 4 adjacent spaces take Blast 1
S
+
2
D
Dmg w/
ArPen
1.
2
D
:
1S: You may move them to anywhere within 1 of the field.
/2
Master
Master of the Blade
Master
Combat Skills
Showdown Specialist
:
+
3
D
to any Showdown.
Riposte Master
:
May Riposte (Block and Attack) with the same weapon regardless of type.
Finisher Master
:
+
2
D
to Hit and Dmg on all Finishers.
3 Edge
Multi-Attack
:
Attack an additional time.
Read Fight
Free
2
S
+
Endr
+
Sense
+
Int
+
Spirit
Must be Attacking / Grappling / Being Attacked.
1S: +1 Edge.
Read Fighter
Free
Sense
+
Int
+
1
D
Must be Attacking / Grappling / Being Attacked.
1S: Edge against that Target is
+
2
D
.
3S: Edge against that Target is
+
1
S
.
Lord
Master
Lordship Gain 2 Levels of Nobility. If this would go beyond maximum, gain 100G per extra level.
10G per week (in addition to any other Nobel Gold).
Gain a Magic Item (Uncommon) from your King.
May have +2 Soldiers.
to all Command Checks.
Lead Army An Army may be granted by a king for a limited time and goal.
1 Morale:
+
1
D
to any Army Check.
Morale may be reagined through rest or rewards.
Army
/5 Health
/5 Morale
March
Resist 1 Morale Loss w/
Cha
/
Int

Bad Conditions (weather, terrain, opposed populace):
6 Only
.
Good Conditions (helpful populace, roads):
Success 4/5/6
.
Battle
5
D
Leadership Bonus:
Cha
+
Int
.
Bad Conditions:
6 Only
.
Good Conditions:
Success 4/5/6
.
Applicalbe if army is larger than opponent
Army Size Bonus: 1
S
to 3
S
.
For each point you are beaten by lose 1 Health.
Battles may continue for multiple rounds.
Fighting in the front lines with the party can add dice to Battle Check.
Arknight
Master
Combat Skills
1 Edge
:
+
1 Arcane Surge
.
May activate Weapon Aura as Free Action.
Battle Incant
Active/Free
6 Only
Int
+
Spirit
+
2
D
1S: Gain 1 Surge
Arcrender
Showdown Add-On
1 Arcane Surge
:
+
2
D
to Hit.
On Win: +2 Surge,
+
1
S
+
4
D
to Dmg.
Blaze
Blast Burning 2 to Target and Blast 1
S
+
3
D
Burning 1 to all in Circle 1R.
Over 5
S
Dmg:
Blast Burning 3 and Blast 1
S
+
5
D
Burning 2 to all in Circle 1R.
Chrysalis
Blast Frozen 2 to Target and Blast 1
S
+
3
D
Frozen 1 to all in Circle 1R.
Over 5
S
Dmg:
Blast Frozen 3 and Blast 1
S
+
5
D
Frozen 2 to all in Circle 1R.
Torment
Terror 4 (Resist w/ Sprit) to Target and Blast 1
S
+
3
D
Terror 3 (Resist w/ Sprit) to all in Circle 1R.
Over 5
S
Dmg:
Terror +2 to Target and Blast 1
S
+
5
D
Terror +1 to all in Circle 1R.
For each point of Dmg applied remove that much Harm For each point of Dmg applied remove that much Stamina Loss.
Rot
Poison 3 (Resist w/
Fort
) to Target and Blast 1
S
+
3
D
Poison 3 (Resist w/ Fort) to all in Circle 1R.
Over 5
S
Dmg:
Blast Poison 3 and Blast 1
S
+
5
D
Poison +2 to all in Circle 1R.
Anyone that would die from this, you control as undead for rest of battle. As free action undead may explode doing 2
S
+
3
D
Blast to Circle 1R.
Eternity
Blast 1
S
+
3
D
to all in Circle 1R. May Pull all in Cricle 1R toward you and then Push them 2
S
+
Int
+
Spirit
outward (Collision 2
S
+
Int
+
Spirit
).
Over 5
S
Dmg:
Increase Push and Collision by
+
2
S
.
Oblivion
Blast 1
S
+
5
D
to all in Circle 1R. All in 1R are in subspace zone in which foes take Blast 4D Dmg per Round for next 3 Rounds.
Over 5
S
Dmg:
Subspace zone does 6
D
dmg per Round instead.
You can leave the subspace zone, others cannot til after it goes away.