Warrior Training

Warrior Training

Apprentice Warrior

Basic Training: Warrior 5 CP

You gain the following four skills. You may only have one Basic Training package.

-Critical Strike (Once per battle, 1 Endurance)

A melee attack for “4 damage by [attack trait.]”

-Flurry (Once per battle, 1 Endurance)

Two melee attacks for “2 damage by [attack trait.]”

-Disengage (Once per battle, 1 Endurance)

“Disengage” with a melee weapon.


When you learn Basic Training: Warrior, choose either Heavy Armor, or Toughness.

-Heavy Armor

You gain an additional point of armor when you are wearing an appropriate combat prop. This may be a helmet, a visibly protective suit of armor, or racial makeup or prosthetics that add bulk and clearly make you appear armored. While wearing this prop, your armor maximum is increased to five.

-Toughness

You gain an additional point of Vitality.

Adrenaline 2 CP (Once per battle, 1 Endurance)

Once per battle, while under the effects of a Maimed arm or an Agony, you may call “Reduce” if you are attacked. The Maim or Agony still affects you normally, except that you may ignore the effect for the purposes of launching attacks against anyone who has attacked you while under it.

Disengage 2 CP (Once per battle, 1 Endurance)

“Disengage” with a melee weapon.

Critical Strike 5 CP (Once per battle, 1 Endurance)

A melee attack for “4 damage by [attack trait.]”

Flurry 2 CP (Once per battle, 1 Endurance)

Two melee attacks for “2 damage by [attack trait.]”

Heroic Deflection 2 CP (Once per event)

“With [Heroic Quality,] Parry” to negate one Melee, Missile, Packet, or Firearms attack.

Heroic Critical Strike 2 CP (Once per event)

A melee attack for “6 damage by [attack trait.]”

Armor 4 CP

You gain one point of armor. You may choose to treat this as physical armor, ‘dexterity’ armor, magical protection, or natural armor as appropriate to your character concept. You may focus for one minute to refit this armor.

Toughness 4 CP

You gain one point of Vitality.

Superior Conditioning: Weakness 2 CP

You may end Weakness effects on you after one minute of rest.

Steel Shell 4 CP (Once per battle, 1 endurance)

While you have any armor points remaining, “Resist” against an attack with the “Damage” effect.

Theme (0/2/4/6)

You gain access to one Theme, and may purchase the skills and abilities in it. Your first Theme costs no CP, but there is an increasing cost for each additional one purchased.

Journeyman Warrior

Bonded Tools [Epic] (Once per event)

Your weapons and armor are practically part of you. You may activate this skill in response to an attempt to Disarm you or Destroy an item on your person. Call “No effect;” all items in your hands or on your person (including any armor or natural weapons) become immune to Destroy or Disarm effects. Bonded Tools ends when you rest to refresh your Per Battle skills.

Deflection 5 CP (Once per battle, 1 Endurance)

Call “Parry” to negate a single melee or missile attack.

Disengage 2 CP (Once per battle, 1 Endurance)

“Disengage” with a melee weapon.

Critical Strike 5 CP (Once per battle, 1 Endurance)

A melee attack for “4 damage by [attack trait.]”

Double Attack 2 CP (Once per event)

Add “Double” to a single attack from your Warrior or Skirmisher Training.

Effortless Disengage 3 CP (Once per battle)

Your first use of Disengage costs no Endurance.

Effortless Flurry 2 CP (Once per battle)

Your first use of Flurry costs no Endurance.

Flurry 2 CP (Once per battle, 1 Endurance)

Two melee attacks for “2 damage by [attack trait.]”

Armor 4 CP

You gain one point of armor. You may choose to treat this as physical armor, ‘dexterity’ armor, magical protection, or natural armor as appropriate to your character concept. You may focus for one minute to refit this armor.

Healer’s Best Friend 5 CP

When someone else affects you with a Heal effect with a value or three or greater, call “Absorb.” You gain an additional point of Healing.

Heroic Critical Strike 2 CP (Once per event)

A melee attack for “6 damage by [attack trait.]”

Heroic Stand [Epic] (Once per event)

Once per event, call “With [Heroic Quality,] Imbue to Self” to activate Heroic Stand. While Heroic Stand is active, damage effects that do three points or more damage to you have their damage reduced by one. In addition, twice during your Heroic Stand you may call “Purge” to end a Repel or Frenzy effect.

Heroic Stand ends if you die, or if you rest to recover your Per Battle skills.

Resilience 4 CP (Once per battle, 1 endurance)

Role play for three seconds to call “Heal 4 to Self.”

Shake it Off [Epic]

After ten seconds, you may end Short effects by calling “Purge.”

Superior Conditioning: Maim 2 CP

You may end all Maim effects on your after one minute of rest.

Toughness 4 CP

You gain one point of Vitality.

Weapon Master 5 CP

You are skilled in all one-handed and two-handed melee weapons, and all melee weapon styles listed under Open Skills.

Where Do You Think You’re Going? 3 CP (Once per battle, 1 Endurance)

A melee attack for “Short Slow by [attack trait.]”

Will to Live 2 CP (Once per event)

When struck with a “Death” effect, call “Reduce” to reduce the effect to “20 damage.”

Theme (0/2/4/6)

You gain access to one Theme, and may purchase the skills and abilities in it. Your first Theme costs no CP, but there is an increasing cost for each additional one purchased.

Master Warrior

Adrenaline 2 CP (Once per battle, 1 Endurance)

Once per battle, while under the effects of a Maimed arm or an Agony, you may call “Reduce” if you are attacked, in order to launch attacks at the person or people who attacked you.

Armor 4 CP

You gain one point of armor. You may choose to treat this as physical armor, ‘dexterity’ armor, magical protection, or natural armor as appropriate to your character concept. You may focus for one minute to refit this armor.

Improved Heavy Armor 4 CP

(Requires Heavy Armor)

While wearing an armor prop appropriate for the Heavy Armor skill, you gain an additional Armor point. In addition, while wearing this prop your armor maximum is raised to 6.

Battlefield Maintenance 2 CP

Spend one minute of activity to repair your own weapon or shield, without need for a forge or workshop.

Disengage 2 CP (Once per battle, 1 Endurance)

“Disengage” with a melee weapon.

Complete Defense 4 CP (Three times per event)

Three times per event, you may expend a single Deflection or Heroic Deflection skill to protect against the entirety of a Double or Triple attack. Call “Double Parry” or “Triple Parry.”

Critical Strike 5 CP (Once per battle, 1 Endurance)

A melee attack for “4 damage by [attack trait.]”

Extreme Toughness 5 CP

(Requires: Toughness from Basic Training: Warrior)

You gain one point of Vitality.

Feat of Strength 3 CP (Twice per event)

Twice per event you may do one of the following:

    • Touch a lock attached to a box or other container, and call “Destroy Lock by Might” in a loud voice. The noise may attract monsters or other attention

    • While carrying a helpless person, call “Imbue by Might” and run your full speed (or theirs, whichever is slower) for up to a minute.

    • Call “Purge” to break out of a Physical effect on you.

Flurry 2 CP (Once per battle, 1 Endurance)

Two melee attacks for “2 damage by [attack trait.]”

Heroic Deflection 2 CP(Once per event)

“With [Heroic Quality,] Parry” to negate one Melee, Missile, Packet, or Firearms attack.

Heroic Critical Strike 2 CP (Once per event)

A melee attack for “6 damage by [attack trait.]”

Not So Tough Now! 4 CP (Once per battle)

A melee attack for “Short Weakness by [attack trait.]”

Protective Shell 5 CP

(Prerequisite: Heavy Armor)

When you are affected by a Grant Protection delivered by touch, packet, or firearm, call “Absorb.” You gain an additional point of Protection.

Protector 2 CP (Once per event)

Once per event when an ally is dropped by damage or otherwise incapacitated within sight of you, you may either Purge any one effect that is preventing you from coming to their aid, or call “Heal 4 to Self.” This Heal may be used even if you are unconscious.

Retaliation 2 CP

When you lose your last point of armor to damage, you gain a “3 damage by [attack trait]” melee attack. If not used, this attack is lost when your armor is repaired, or when you rest for any reason. You gain this attack every time your last armor point is lost, but you may only have one such attack active at any given time.

Superior Conditioning: Improved 5 CP

Your Superior Conditioning skills now allow you to end effects after 30 seconds of rest.

Tactical Deflection 3 CP (Once per battle)

Once per battle, you may use a Deflection skill to Parry a packet or firearms attack.

Tireless Warrior 4 CP (Once per battle)

Your first use of a skill from your Basic Training package each battle costs no Endurance.

Toughness 4 CP

You gain one point of Vitality.

Theme (0/2/4/6) CP

You gain access to one Theme, and may purchase the skills and abilities in it. Your first Theme costs no CP, but there is an increasing cost for each additional one purchased.

Grandmaster Warrior

Armor 4 CP

You gain one point of armor. You may choose to treat this as physical armor, ‘dexterity’ armor, magical protection, or natural armor as appropriate to your character concept. You may focus for one minute to refit this armor.

Deflection 5 CP (Once per battle, 1 Endurance)

Call “Parry” to negate a single melee or missile attack.

Disengage 2 CP (Once per battle, 1 Endurance)

“Disengage” with a melee weapon.

Greater Critical Strike 5 CP (Once per battle, 1 Endurance)

(Prerequisite: three purchases of Critical Strike)

A melee attack for “8 damage by [attack trait.]”

Double Attack 2 CP (Once per event)

Add “Double” to a single attack from your Warrior or Skirmisher Training.

Effortless Critical Strike 4 CP (Once per battle)

One use of Critical Strike or Greater Critical Strike costs no endurance.

Flurry 2 CP (Once per battle, 1 Endurance)

Two melee attacks for “2 damage by [attack trait.]”

Glowing with Health 3 CP

(Prerequisite: Healer’s Best Friend)

When a Healing effect (including the bonus healing from Healer’s Best Friend) would bring you over your maximum Vitality, you gain a single point of Protection. (As with all Protection effects, this does not stack with itself, or any other Protection. It also cannot gain the benefit of Protective Shell.)

Heroic Critical Strike 2 CP (Once per event)

A melee attack for “6 damage by [attack trait.]”

Rescue 4 CP (Twice per event)

Twice per event, you gain additional skills to protect a fallen ally or allies. When you see someone become incapacitated due to an attack, you may use up to three melee attacks for “Short Repel by [attack trait],” and one Disengage (at no endurance cost) in order to position yourself in such a way as to defend them. If you wish, you may deliver one of the Short Repel attacks by gesturing with your weapon and calling “By my gesture, Repel by [attack trait.]” You must end the gesture after ten seconds.

Any remaining Repel attacks or Disengages granted by this skill are lost when the ally or allies are carried to safety or regain consciousness.

Resilience 4 CP (Once per battle, 1 endurance)

Role play for three seconds to call “Heal 4 to Self.”

Strong Willed 5 CP (Once per battle, 1 endurance)

Focus for three seconds to call “Purge Mental.”

Superior Conditioning: Master 5 CP

Your Superior Conditioning skills allow you to end appropriate effects after ten seconds of rest.

Toughness 4 CP

You gain one point of Vitality.

Where Do You Think You’re Going? 3 CP (Once per battle, 1 Endurance)

A melee attack for “Short Slow by [attack trait.]”

Theme (0/2/4/6)

You gain access to one Theme, and may purchase the skills and abilities in it. Your first Theme costs no CP, but there is an increasing cost for each additional one purchased.