Weapon
Dual Weapon Fighter
Must have 2 weapons equipped
- (Rank I) +1 damage (of the highest damage weapon held) if dual wielding and swinging simultaneously. The player only calls one number when swinging both weapons.
- (Rank II) Once per encounter the player may convert any stun effect into a disarm as long as the player has 2 weapons actively equipped.
- (Rank III) Any time the player misses a talent used through their weapon, they may try to use the same use of that talent once through their other weapon.
Great Weapon Fighter
- (Rank I) OPE the player may call “Defensive Stance” giving the player a DR 2 for up to 10 seconds, the player may stop the effect early.
- (Rank II) The player may use freely use Crushing Blow R1 and add +4 to their next attack by focusing for 3 seconds before and 2 seconds after for each attack modified in this way.
- (Rank III) The player gains the following focus talents:
- Sweep: The player may, twice per encounter, focus for 3 seconds, then call "Sweep" and knock down all targets in their weapon's reach and then focus for 2 seconds
- Shield Breaker: The player may, once per encounter, focus for 5 seconds then call “Shield Breaker” and break a shield. If the player hits a target or weapon instead of a shield, it is instead a rage R1 effect.
- Sever: The player may, once per encounter, focus for 5 seconds and then call “Sever” dismembering a limb if the attack is successful.
Shield Fighter
Must have an equipped shield.
- (Rank I) Shield penalties are reduced by 1. Can use a buckler w/ 2 handed weapons.
- (Rank II) Can burn another ability to negate the Stun effect or breaking of a shield.
- (Rank III) Once per encounter the player may call “Shield Wall” to negate an instance of area of effect damage they receive for all targets in the AOE.
Armor
Heavy Fighter
Must be wearing heavy or heavier armor
- (Rank I) Once per encounter the player may call “Entrenched” making them hold still, as long as they do so forced movement talents don’t affect them.
- (Rank II) Gain Armor Points equal to the weight the player is carrying to a max of 18.
- (Rank III) Reduce displacement distance by half of the player’s carried weight. The player may call “Entrenched” after receiving the effect as often as they receive a forced movement effect.
Light Fighter
Must be wearing Light armor
- (Rank I) Once per encounter the player can negate one hit.
- (Rank II) Gain additional Armor Points equal to 12 minus all weight the player is carrying. Worn armor is considered weightless for this calculation.
- (Rank III) The player doesn’t take collision damage. Once per encounter the player may call “Leap” and be invulnerable while walking 10’ in a straight line. The player may call “Leap” after receiving a forced movement effect as often as they receive one, reducing the forced movement by up to 10'.
Marathon Fighter
- (Rank I) Can spend 5 uninterrupted seconds to get or replenish 2 Focus Armor (max of 2)
- (Rank II) The player gains 6 focus armor in addition to the R1 Focus Armor. They can refresh 3 Rankless Abilities and all R1 & R2 focus armor between encounters, when there are no enemies in an encounter for 30 seconds, or a GM specifies a break in the fighting.
- (Rank III) Whenever a target drops to 0 HP within 5 seconds of the player dealing damage to them, the player refreshes 1 rankless ability and their rank 1 focus armor.
Support
Battle Wright
Must have Smithing or Organic Crafting.
- (Rank I) Equipment the player makes has an additional modification slot only they get the benefit of.
- (Rank II) For every used mod slot on an item the player gets a unique effect
- Weapon (including shields): +1 damage on X swings where X is = to the number of slots used on weapons
- Armor: +1 AP = to the number of slots used on the worn armor
- (Rank III) The player picks 2 slots worth of armor or weapon mods. If it works with the item, it is on every one of those items that the player uses (e.g., the player selects wieldy, so every weapon the player picks up now has wieldy when they use it).
Field Craftsman
Must have Smithing or Organic Crafting - Standard repair rules apply.
- (Rank I) OPQ The player has 15 Armor Repair Points that can be used to repair armor. The Field Craftsman must focus for 15 uninterrupted seconds to use Armor Repair Points.
- (Rank II) Can "over-repair" a target's armor by using up to 5 armor repair points.
- (Rank III) OPQ The player has 30 Armor Repair Points that can be used to repair their own armor or a target’s armor. The Field Craftsman must focus for 10 uninterrupted seconds to use Armor Repair Points and can spend 5 points to repair a weapon from broken.
Vanguard
- (Rank I) If the player successfully blocks 3 attacks uninterrupted, the player may make an attack at +1 damage.
- (Rank II) If the player successfully blocks 3 attacks uninterrupted, the player may use a block for free on the next instance of damage taken.
- (Rank III) If the player successfully blocks 3 attacks uninterrupted, they may use 1 R1 or rankless single target ability for free. Can only use a talent once per target.
Other
Glory Fighter
The player selects a region (a city and its surrounding area), which they know very well and have a fitting title. They also have renown and influence amongst the common folk.
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(Rank I) +1 base damage when fighting in front of a non participating audience or while in their selected region.
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(Rank II) The player may comment on one of the following actions to get +2 base damage on their next attack.
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The player, an enemy, or an ally gets either downed or brought up from 0HP.
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An enemy misses a talent
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The player executes a “finisher” on an enemy
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(Rank III) Once per quest, the player may call out a target to gain +1 base damage against that target and -1 base damage against any other targets.
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After killing the target they gain an additive DR 1 for the rest of the encounter.
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Additionally, the player can create and name a single combo of abilities (min 2 max of 5). OPQ, if the player calls their combo and successfully lands all of their abilities without interuption, none of the abilities in the combo are expended. They may only use their combo on the target that they called out.
Reckless Fighter
- (Rank I) Every time the player takes damage they may add the damage they received to their next attack.
- (Rank I) The player gains a DC of 10. If the player has more than 1 HP and something were to drop them to 0, it will instead drop the player to 1 HP.
- (Rank III) The player can convert 3 AP into a (non reactionary) R1 or rankless talent on talent use. The player can use damage negation talents and still gain the R1 effect fully.