Special Abilities:
Focused Style X: A fencer develops a personalized stance and fighting style that gives him an advantage in both attack and defense, but at the price of intense mental concentration. Whenever the fencer gains a point in this ability, they may choose for their style +1 in either Strong, Fast or Precise attacks made with melee weapons, and +1 to their choice of passive Block, Dodge, or Parry against melee attacks. The same choice may be made multiple times, their effects adding together. In order to use this style for a turn, the character must spend 5 MP. They must spend this MP during their turn, and the style remains "up" until their next full turn begins, at which point they may choose to pay another 5 MP to keep it up for another turn.
X Fencer Techniques: Fencers gain a number of practical techniques that let them get the upper hand in various melee situations. A fencer has X points that they may spend on the abilities below, and points may be spent on the same ability to purchase it multiple times.
Cover Defenses: Once per encounter for each time this ability has been purchased, you may change all of your passive defense scores until the end of the round to the result of your last parry roll made this round, as though that parry roll was used against all attacks that target the fencer.
Feint: Once per encounter for each time this ability has been purchased, you may use this ability when any opponent within the fencer's melee range makes a strong, fast or precise melee attack. You may choose which type of attack that opponent makes with the weapon they were using to attack, so long as it is an attack that is useable by the weapon they are using.
Riposte: Once per encounter for each time this ability has been purchased, when an opponent attempts a melee attack upon your character and misses, you may choose to gain a free hand action that must then immediately be used to attack the opponent that missed you or be lost. If you have movement remaining, you may use it to close any gap between you and your opponent, but not for any other purpose.
Lunge: Once per encounter for each time this ability has been purchased, you may choose to subtract any number of skill dice from a strong attack you make. If the attack hits, that attack deals +1d6 additional damage for each skill die you subtracted from your attack roll. This damage is not multiplied on a critical hit.
Remise: Once per encounter for each time this ability has been purchased, you may choose to re-roll a fast attack roll that has missed its opponent. This attack must target the same opponent as the missed attack, and this attack suffers a -2 penalty.
Pierce: Once per encounter for each time this ability has been purchased, you may choose for a successful melee attack to deal an additional 1d10 points of damage that only affects the target's soak. The 1d10 rolled here drains the target's soak before any other damage from the attack affects it, and any additional damage after the soak has been removed is lost.