Special Abilities:
Elemental Destiny: When a warrior gains their first level, they are often granted their magical weapon through some powerful magical force. They are usually deemed to be guardians or avatars that work on behalf of that force, and as such their powers will take after an aspect that reflects either themselves or that force. In terms of game mechanics, this has two effects. The first is a potential limiting of what elements the warrior's techs may be chosen from. The second is a unique benefit granted by the warrior's Magic Weapon. This benefit stacks with any other enhancements and abilities the weapon may have. Below are the destinies a player may choose between for their warrior.
Champion: Limited to 1 element, Magic Weapon grants a +5 bonus to casting rolls and a +3 per die to any damage or healing done by the spell. Magic Armor provides an additional 1dPer soak per turn against damage dealt by the element opposite your chosen element.
Defender: Limited to 2 elements, Magic Weapon grants a +4 bonus to casting rolls and a +2 per die to any damage or healing done by the spell. Magic Armor provides an additional die of oppose to a single stat chosen when the ability is first gained.
Sentinel: Limited to 4 elements, Magic Weapon grants a +3 bonus to casting rolls and a +1 per die to any damage or healing done by the spell. Magic Armor raises all passive defenses and the result of all defensive rolls by 1.
Fighter: No elemental limit, Magic Weapon grants a +2 bonus to casting rolls. Magic Armor reduces all damage dealt from melee attacks by 3, separate from soak.
X/Y/Z/... MP Tech: Warriors gain a number of techniques that they may use as though they were spells. Each number listed as part of this ability represents a different technique that the warrior knows. They may use these techs on their own or combine them with another warrior's techs to create new, more powerful techniques. See the Special section for more information.
Restrictions: A Warrior may only learn spells with elements attributed to Elemental Destiny.
Casting Cost: Warrior spells cost nothing to cast, including MP.
Spell Alterations: Warriors get their spells from an inner source of magic much like martial artists, and their spells expend their per-encounter uses rather than any MP. The difficulty of casting a warrior tech rises by 4 for every time it has already been cast that day. When a multi-tech is cast, all of these penalties apply to whoever is making the casting roll, as well as a penalty equal to the difference between initiative numbers when the first contributor to the multi-tech performed their actions and when the last one did so. Warriors may learn their techs as boosted versions of spells, particularly to help them reach their cost cap easier. The warrior's Elemental Destiny may also alter the spell's damage or healing dealt.
Casting Actions/Stat/Skill: Warrior techs take a single hand action and a speak action from all the warriors contributing to the tech. Once the actions are completed, the warrior who first began casting the tech then makes the casting roll using their Gym skill with their Personality stat. If that one warrior is successful, the tech works.
Learning spells: Warriors only get a certain number of techs worth up to a certain number of MP apiece, though learning these spells takes no time or cost. They generally learn these spells in the heat of battle or in other times of need. The GM may determine what spells the warrior get, at the player's discretion. At second level they gain one spell, referred to as a Tech, worth 20 MP, that they can cast on their own once per encounter. At fourth level, they gain another Tech, this one with a maximum MP cost of 40 MP. They may still use their earlier tech, and uses of either do not count against the other tech's per-encounter limit. To simplify things, these techs are considered to have 1 slot each. When the facet listing for Techs shows a new number, that new number gains its own per-encounter slot.
Special: Multi-Techs: Any number of warriors may use their techs together to create a more powerful single technique. To do so, they must contribute one of their tech uses for the encounter to a single multi-tech. The first character to cast does so normally by spending the prerequisite actions, but their player declares that the tech is eligible to be a multi-tech. At any point after that, another warrior may then use the needed actions to cast their tech spell of the same level and their player declare it to belong to that same multi-tech. Until the end of the turn or when the player who began the multi-tech's casting says the tech is complete, the spellcasting roll is made. If no other warriors join in, the spell is simply used as their normal tech for that level and they make their casting roll based on that. If at least one other warrior joins in, however, the spell that is cast is chosen by the GM, and has a maximum cost equal to the the tech slot used's cost plus half that cost for every warrior past the first that joined in the tech. The spell should be thematically appropriate for the characters contributing to the multi-tech and chosen from the characters' elements, though they may often have multiple elemental properties. It is usually the case that multi-techs performed in the same fashion using the same slot by the same characters creates the same result, though this can change at the GM's discretion.
Magic Armor +X: At first level, the warrior gains a free outfit of their choice which consists of any number of pieces covering at LEAST the shoulders, torso, arms, and legs to be designated as her magic armor. This outfit functions as it normally would usually, but by using both hand actions, the character may have this outfit transform into her magic armor. In this state, it covers all parts of the body and grants your character all her levels in warrior, and no other levels, and otherwise functions as the outfit did. It takes both hand actions for one turn to change this armor back. As the warrior gains more facet levels, the magic armor gains armor bonuses in sets of three. These can be spent on Superior Quality Enhancements of the player’s choice. If the armor is lost permanently, they must perform some great task as appropriate to find a new armor. The armor can be upgraded with superior quality enhancements in its normal form and these bonuses apply when it is in its magic armor form as well, though any enhancements that are identical in function take the most potent of the two benefits rather than stacking.
Magic Weapon +X: At the first level of this facet, a Warrior gains a free weapon of their choice(or chosen by the GM, if desired, usually one appropriate to the warrior's theme). The player(or GM) chooses +X in superior quality enhancements that only apply to the weapon while the warrior's Magic Armor is active. When this ability's bonus increases, the player(or GM) may choose a new set of bonuses for their weapon rather than simply adding new bonuses to the existing ones. The weapon granted by this ability can be improved with any superior quality enhancements through crafting, and other facet abilities that grant superior quality bonuses may apply so long as the weapon is eligible for it otherwise. In this case, keep track of any enhancements thus granted separately. If the same enhancement is granted more than once by different sources, only the highest bonus among them counts. Similar enhancements do not stack. The warrior may summon their magic weapon into the hand(s) of their choice whenever they activate their Magic Armor. They may also teleport their magic weapon to their locker subspace whenever they deactivate their Magic Armor.