Warrior
Abilities
(Reaction)
(Rankless) The player has two uses per purchase. The player can reduce a single instance of damage by 5 to a minimum of 0. The player can only use one Block per instance of damage.
(Melee Weapon)
The player has two uses per purchase.
(Rank I) The player adds 2 damage to a melee weapon attack.
(Rank II) The player adds 4 damage to a melee weapon attack.
(Rank III) The player adds 6 damage to a melee weapon attack.
(Melee Weapon)
(Rankless) The player must hit a target’s weapon. The player forces their opponent to throw or drop their weapon in the direction they were swinging. The player and their allies may not interact with the disarmed weapon. Hitting the target’s weapon counts as hitting the target.
(Melee Weapon)
(Rankless) The player must hit a target’s leg. The target must drag the leg that was hit, preventing them from moving faster than a walk, for 60 seconds.
(Melee Weapon)
(Rankless) The player must hit the target’s leg. Knockdown forces the target to fall down, either onto their back or onto their hands and knees. If the target can’t fall safely, they take a 5 second shaken effect.
Berserker
Skills
(Self, Reaction)
Adrenaline is usable once per quest. The player can activate Adrenaline whenever they want while above 0 HP or as soon as they hit 0 HP. When activated, the player sheds any remaining armor, and their HP is reset based on rank. The player’s maximum HP is 24 regardless of rank. The player can’t receive any positive or restorative effects from allies or use items other than weapons and shields. The player can use an effect on a weapon, but cannot receive positive or restorative effects from a weapon. The player can receive positive effects from warrior talents. If the player isn't in combat with an enemy for more than 5 seconds the Adrenaline drops.. When Adrenaline drops the player will either drop to 1 HP if Adrenaline was activated when the player had HP remaining, or to 0 HP if Adrenaline was activated when the player hit 0 HP. and their maximum HP returns to normal.
(Rank I) The player’s HP is set to 6. The player restores 2 HP whenever a target drops to 0 HP within 5 seconds of the player dealing damage to them.
(Rank II) The player’s HP is set to 12. The player restores 3 HP whenever a target drops to 0 HP within 5 seconds of the player dealing damage to them.
(Rank III) The player’s HP is set to 18. The player restores 4 HP whenever a target drops to 0 HP within 5 seconds of the player dealing damage to them.
Whenever a target drops to 0 HP within 5 seconds of the player dealing damage to them, the player’s base damage increases by 1.
(Rank I) The player can have a maximum of 1 additional base damage from this skill.
(Rank II) The player can have a maximum of 2 additional base damage from this skill.
(Rank III) The player can have a maximum of 3 additional base damage from this skill.
Abilities
(Reaction)
(Rankless) The player can reduce a single instance of damage by 15 to a minimum 0. The player can only use one Brace per instance of damage.
(Self Cone)
(Rank I) The player swings in a direction, dealing base damage to all enemies in a 5’ cone.
(Rank II) The player swings in a direction, dealing 2 additional base damage to all enemies in a 5’ cone.
(Rank III) The player swings in a direction, dealing double base damage to all enemies in a 5’ cone. The player may instead affect all enemies in a 5’ cone with a Rank I or Rankless ability.
(Melee Weapon)
(Rank I) The player pushes a target directly away from them 5’.
(Rank II) The player pushes a target directly away from them 10’.
(Rank III) The player pushes a target directly away from them 20’. The target knocks down anyone in their path.
Champion
Skills
Attacks that deal piercing damage do not count as attacks for the sake of this skill.
(Rank I) After hitting an enemy or an enemy's weapon or shield with five attacks, the player's next attack against the same target is piercing.
(Rank II) After hitting an enemy or an enemy's weapon or shield with four attacks, the player's next attack against the same target is piercing.
(Rank III) After hitting an enemy or an enemy's weapon or shield with four attacks, the player's next attack against the same target is piercing. If the player hits the same enemy or the enemy’s weapon or shield with three additional attacks, the player's next attack is piercing. If the player hits the same enemy or the enemy’s weapon or shield with two additional attacks, the player's next attack is piercing. If the player hits the same enemy or the enemy’s weapon or shield with an additional attack, the player's next attack is piercing—if the player continues hitting the same enemy or the enemy’s weapon or shield with attacks, every other attack is piercing.
Whenever the player is hit by or blocks a talent from an enemy, hits an enemy or an enemy’s weapon or shield with an ability, or uses an ability in reaction to an enemy, the player’s base damage is increased by 1 against that enemy. The player can only have increased damage against one target at a time; if they choose to switch targets the damage increase is reset to 0. This damage increase goes away at the end of the encounter.
(Rank I) The player can have a maximum of 1 additional base damage from this skill.
(Rank II) The player can have a maximum of 2 additional base damage from this skill.
(Rank III) The player can have a maximum of 3 additional base damage from this skill.
If the player blocks a talent from an enemy target with their weapon or buckler they may call “Parry”.
(Rank I) The player adds 2 damage to their next attack after calling Parry. Talents that would occur even when blocked by a weapon still succeed.
(Rank II) The player adds 2 damage to their next attack after calling Parry. After calling Parry, the player delays the damage and effect of the blocked talent, then immediately makes an attack against the target that attacked them. If this attack hits the target or the target’s weapon or shield, the damage and effect of the original blocked talent are negated. If it misses, the player takes the damage and effect as if it were not Parried but still blocked.
(Rank III) The player adds 2 damage to their next attack after calling Parry. After calling Parry, the player delays the damage and effect of the blocked talent, then immediately makes an attack or uses the same talent they had blocked against the target that attacked them. If the attack or talent hits the target or the target’s weapon or shield, the damage and effect of the original blocked talent are negated. If it misses, the player takes the damage and effect as if it were not Parried but still blocked.
Abilities
(Reaction)
(Rankless) If an ally within 5’ is hit by a single-target attack or effect from a melee weapon, the player can negate that hit. The player can then immediately attack the target that hit their ally. If they hit the target, the use of Counter is not consumed.
(Self)
The player may use abilities during Dodge, but cannot use basic attacks. The player may choose to end the effect early.
(Rank I) The player is immune to single-target damage and effects for 5 seconds.
(Rank II) The player is immune to single-target damage and effects for 10 seconds.
(Rank III) The player is immune to single-target damage and effects for 20 seconds.
Warrior Titles
A player can earn up to five titles.
- Each warrior can get one major title and have two minor ones active at a time.
- The major title can go up to Rank III and is mostly permanent. The minor titles can get to Rank II and can be switched out at a rest or in town.
- Rank I titles cost 0 XP, Rank II and Rank III titles cost 5 XP. The warrior must accomplish a task to earn each rank.
- A player starts with one active title slot and gets another active title slot when they join the guild and another active title slot when they join the faction.
Weapon Titles
The player must have two weapons equipped to benefit from this title.
- (Rank I) The player deals 1 additional base damage (of the highest damage weapon held) if swinging both weapons simultaneously. The player only calls one number when swinging both weapons.
- (Rank II) The player gets the effects of the prior rank and once per encounter the player may convert any stun effect into a disarm.
- (Rank III) The player gets the effects of the prior ranks and 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.
(Melee Weapon)
The player must be using a great weapon to benefit from this title.
- (Rank I) Once per encounter the player may call “Defensive Stance” and gain a DR 2 for 10 seconds.
- (Rank II) The player gets the effects of the prior rank. Additionally, the player can focus for 3 seconds before and 2 seconds after making an attack to deal 3 additional damage for that attack. Receiving damage does not stop this focus.
- (Rank III) The player gets the effects of the prior ranks. Additionally, the player gains the following focus talents. Receiving damage does not stop these focuses.
- Twice per encounter, the player may focus for 3 seconds before and 2 seconds after to call Sweep and Knockdown all enemies within weapon’s reach.
- Once per encounter, the player may focus for 5 seconds then call “Shield Breaker” and break a shield. If the player hits a target or a target’s weapon instead of a shield, it is instead a Rage Rank I effect.
- Once per encounter, the player may focus for 5 seconds and then call “Sever,” dropping a limb to 0 HP and making it incapable of being healed. The player must hit a limb.
(Self AoE, Reaction)
The player must have a shield equipped to benefit from this title.
(Rank I) The shield penalty is reduced by 1 for the player. The player can use a buckler with two-handed weapons.
(Rank II) The player gets the effects of the prior rank. Additionally, the player can consume the use of an ability to negate the stun effect or breaking of a shield.
(Rank III) The player gets the effects of the prior ranks. Additionally, once per encounter the player may call “Shield Wall” to negate an instance of aoe damage they receive for all targets in a 10’ radius.
Armor Titles
(Self)
The player must be wearing heavy or heavier armor to benefit from this title.
(Rank I) Once per encounter the player may call “Entrenched,” locking their feet in place. As long as the player does not move their feet, forced movement talents don’t affect them.
(Rank II) The player gets the effects of the prior rank. Additionally, the player gains AP equal to the weight the player is carrying to a maximum of 18 AP.
(Rank III) The player gets the effects of the prior ranks. Additionally, the player reduces the distance of a push or pull by half of the player’s carried weight.
The player may call “Entrenched” after receiving the push or pull effect.
(Self)
The player must be wearing light armor to benefit from this title.
(Rank I) Once per encounter the player can negate one hit.
(Rank II) The player gets the effects of the prior rank. Additionally the player gains 12 AP, subtracting all weight the player is carrying. Worn armor is weightless.
(Rank III) The player gets the effects of the prior ranks. Additionally, 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.
(Rank I) The player can focus for 5 seconds to get 2 SP.
(Rank II) The player gets the effects of the prior rank. Additionally, the player gains 6 SP in addition to the Rank I SP. The player can refresh three Rankless abilities and all RI and RII SP between encounters or when there are no enemies in an encounter for 30 seconds.
(Rank III) The player gets the effects of the prior ranks. Additionally, whenever a target drops to 0 HP within 5 seconds of the player dealing damage to them, the player refreshes one Rankless ability and the 2 SP gained from RI of Marathon Fighter.
Support Titles
The player must have Equipment Crafting to benefit from this title.
(Rank I) Equipment the player makes has an additional modification slot that only the player can benefit from.
(Rank II) The player gets the effects of the prior rank. Additionally for every used mod slot on an item, the player gets a unique effect:
- Weapon (including shields): The player deals 1 additional damage on X single-target attacks where X is equal to the number of slots used on equipped weapons and shields
- Armor: The player gets X additional AP where X is equal to the number of slots used on the worn armor
(Rank III) The player gets the effects of the prior ranks. Additionally, the player picks two slots worth of armor or weapon mods. If the mods work with the item, the mods are on any item that the player uses (e.g., the player selects wieldy, so every weapon the player picks up has wieldy when they use it).
(Self, Reach)
The player must have Equipment Crafting to benefit from this title. Standard repair rules apply.
(Rank I) The player has 15 Armor Repair Points per quest that can be used to repair a target’s armor. The player can focus for 15 seconds to use Armor Repair Points to restore AP equal to the number of Armor Repair Points used.
(Rank II) The player gets the effects of the prior rank. Additionally, the player can over-repair a target's armor with up to 5 Armor Repair Points. This additional AP is used before any other AP and cannot be repaired.
(Rank III) The player gets the effects of the prior ranks and the player has 15 more Armor Repair Points (for a total of 30) per quest that can be used to repair their own armor or a target’s armor. The player can focus for 10 seconds to use Armor Repair Points to restore AP equal to the number of Armor Repair Points used and can spend 5 points to repair a weapon from broken.
(Rank I) If the player successfully blocks three attacks from any enemies without dealing damage or receiving damage, their next basic attack deals 1 additional damage.
(Rank II) The player gets the effects of the prior rank. If the player successfully blocks three attacks from any enemies without dealing damage or receiving damage, the player may reduce the next instance of damage they receive by 5.
(Rank III) The player gets the effects of the prior ranks. Additionally, if the player successfully blocks three attacks from any enemies without dealing damage or receiving damage, they may use one Rank I or Rankless single-target warrior, champion, or berserker ability they have for free. The player can only use a talent usage they gained this way once per target.
Miscellaneous Titles
The player selects a region (a city and its surrounding area), which they know very well. They have a fitting title in this region. They also have renown and influence amongst the common folk.
(Rank I) The player deals 1 additional base damage when fighting in front of a non-participating audience or while in their selected region.
(Rank II) The player gets the effects of the prior rank. Additionally, if the player, an enemy, or an ally falls unconscious or is revived, an enemy misses a talent, or the player executes a “finisher” on an enemy, the player may comment on the action to deal 2 additional damage on their next single-target attack.
(Rank III) The player gets the effects of the prior ranks. Additionally, once per quest, the player may call out an opponent to deal 1 additional base damage against that target and 1 less base damage against any other targets. After killing the target, the player gains an additive DR 1 for the rest of the encounter. Additionally the player names a combo of abilities (minimum of two, maximum of five), that they may change between quests. They may only use their combo on the target that they called out. OPQ if every ability in that combo is successful, in the correct order, and without using any other talents or attacks, none of the talent uses are consumed.
(Rank I) Every time the player takes damage from an enemy they may add the damage they received to their next single-target attack to a maximum bonus of 4 additional damage.
(Rank II) The player gets the effects of the prior rank. Additionally, the player has a DC of 10. If the player has more than 1 HP (torso for seniors, total for juniors) and something were to drop them to 0 HP, it will instead drop the player to 1 HP.
(Rank III) The player gets the effects of the prior ranks. Additionally, the player can convert AP from any armor location into a (non-reactionary) Rank I or Rankless talent on talent use. The AP cost depends on the weight of the armor: 2 AP for light, 4 AP for medium, 6 AP for heavy, 8 AP for ultra heavy. The player can use damage negation talents and still gain the Rank I effect fully.