The Warrior is a master of combat. Their methods of battle vary greatly, and disciplines of war can be found in any culture. But all Warriors share one thing in common: an almost superhuman ability to excel and persist in combat.
Warriors are not mere fighters. They are not thugs who barely know how to hold a sword. A Warrior is an army of one; a whirlwind of steel. An entire squad of footmen could easily fall to a single Warrior, properly trained.
Warriors often find themselves on the frontlines of dangerous conflicts against supernatural forces or unbeatable odds. Yet they emerge victorious where others would be left drowning in their own blood.
Warriors can be found in any civilization. They are the professional bruisers of crime guilds, the valiant royal guard of monarchs, the stalwart mercenaries of lawless lands.
Each Warrior’s story is unique. Some are in their middle years, riddled with scars from battles past. Others are young and impetuous, believing they cannot be bested. There are Warriors that detest violence, and there are Warriors who revel in the bloodlust of battle.
When making a Warrior character, consider where they picked up their fighting abilities. What is their attitude towards combat? What are they fighting for? Do they carry a weapon with personal significance?
Although unarmored and unarmed Warriors are certainly a viable character concept, you will probably want to consider purchasing some combat equipment from the Marketplace page.
Wearing armor will cause you to tire in combat more quickly, but affords you great protection that could save your life. Basic armor comes in three varieties: Light Armor, Medium Armor, and Heavy Armor. Some Warriors own multiple different sets and choose which one to wear depending on the circumstances of the day.
Weapons are distinguished by many different factors, including item boons, traits, and Burden. Light Melee weapons and Ranged weapons use your Finesse skill, Heavy Melee weapons use Might, and Flex Melee weapons can use either. Owning a few different weapons can make a Warrior incredibly versatile in combat due to the variety in the unique strengths and weaknesses of each weapon.
Some Warriors also make use of alchemical concoctions to improve their performance in battle or to heal their wounds. Consider purchasing one or more doses of Adrena or Vitala for this purpose.
Class Trait. You gain the Warrior trait, allowing you to gain abilities that also have the Warrior trait.
Class Skills. You gain 4 physical skill boosts and 2 mental skill boosts. You cannot increase a skill above apprentice (d8) in this way.
Battle Stance. You gain the ➲ Battle Stance ability.
Subclass. Choose Defender, Striker, or Tactician and gain the associated features:
Defender. You are a bulwark; a force that cannot be ignored. You gain the Way of the Defender and ➲ Challenge abilities.
Striker. You are a blur of steel and aggression. You gain the Way of the Striker and ➲ Dash abilities.
Tactician. Your mind is as honed as your weapons. You gain the Way of the Tactician and ➲ Strategize abilities.
Stance: You cannot enter a Stance or use a Stance ability if you are prone or exhausted. If you gain one of these status effects, or if you enter another Stance, the prior Stance ends immediately.
Move up to half your Speed and enter one of the following Stances.
Offensive Stance. You gain +1 edge when you use a basic Attack action (◕ Brawl, ◕ Shoot, or ◕ Strike).
Defensive Stance. You gain +1 edge when you ⨭Defend.
Balanced Stance. At the start of each of your turns, remove 1 Stress if you aren't exhausted.
Challenging Attack. When you succeed on an Attack against a creature, you may challenge that creature until the end of your next turn.
Binding Challenge. When a creature that is challenged by you would use a Move ability to leave a space adjacent to you, you can use a basic Attack action against them as an instant.
When you succeed on a basic Attack action and had +2 or more edge on the roll, you may deal 1 unblockable Damage to the target.
At the start of each of your turns in Tactical Mode, you lose all unspent Stratagem, then gain 2 Stratagem.
Whenever another creature you are aware of within 20 spaces would roll to Attack or Defend, you can spend 1 or more Stratagem before the roll is made to add +1 edge to the roll for each Stratagem spent in this way. Edge granted to a roll cannot exceed +3 due to Stratagem from any source.
The first time each round that you use an Attack that doesn't include the creature that challenged you as a target, you take 1 Stress. If you become challenged by another effect, you can choose which challenged status effect to keep; the other is removed.
Move up to half your Speed and challenge up to 2 creatures within 10 spaces until the end of your next turn.
Special. You cannot use this ability more than once per round.
Move a distance up to your Speed + 2. If you end this movement adjacent to one or more enemies that was at least 5 spaces away from you at the start of your turn, one of these enemies of your choice takes 1 Stress.
Special. You cannot use this ability more than once per round.
Move up to 1 space. You gain 2 Stratagem.
Special. You cannot use this ability more than once per round.
At higher levels, Warriors begin to specialize into their own unique fighting style.
In addition to the normal benefits provided at each character level beyond 1st, you gain the listed class features at the indicated levels. All ability selections provided by this class must be Warrior abilities unless otherwise specified. If an ability has prerequisites, you may take that ability if you meet those prerequisites at the same time you would gain that ability.
Levels 2, 4, 6, 8, and 10. You gain 1 Warrior ability.
Levels 3, 5, 7, and 9. You gain 1 general Combat ability or 1 Warrior ability.
Move up to half your Speed and enter Mountain Stance. This Stance ends after you move more than half your Speed in a turn.
Immovable. When an effect forcibly moves you, the distance you move is halved. When you would be knocked prone, you can take 1 Stress (Taxing) instead.
Like Stone. When you ⨭Defend (Guard), prevent 1 Stress.
Move up to half your Speed and enter Flame Stance. This Stance ends at the start of your turn if you did not Attack or take Damage since the start of your previous turn.
Ferocious. When you use a basic Attack action, you can take 2 Stress (Taxing) to gain +2 edge. If you do, 1 Damage from the Attack is unblockable.
Spite. You can choose to fail to ⨭Defend instead of rolling. If you do, remove 1 Stress. You have +1 edge on your next Attack against that creature before the end of your next turn.
Move up to half your Speed and enter River Stance. This Stance ends after you deal Damage with an Attack.
Counter. You can ⛊ Counterattack (17-20) when you Defend.
Erode Defenses. When you would deal Damage with an Attack, you can instead deal that much Stress + 1. When you do, the target has -2 edge on their next Attack and their next ⨭Defend before the end of your next turn.
Move up to half your Speed and enter Wind Stance. This Stance ends after you take Damage from an Attack.
Sudden Maneuver. You can ⨭Exert on any turn, not just your own.
Improved Sidestep. You can move 1 additional space when you use the ➲ Rally maneuver.
Avoid and Evade. Before you roll to ⨭Defend (Dodge), you can take 1 Stress (Taxing) to gain +2 edge on the roll.
Prerequisite: Way of the Defender
You gain +2 edge on basic Control abilities you use when targeting a creature that is challenged by you.
Prerequisite: Way of the Tactician
Trigger: You succeed on a basic Control ability.
Spend 1 Stratagem and choose an ally within 10 spaces. They may use an instant to either Reposition towards the target until they are adjacent (or as close as possible) or use a basic Attack action or Attack Cantrip against the target.
Prerequisite: Way of the Striker
Trigger: You succeed on a basic Control ability.
Take 1 Stress (Taxing) and use a basic Attack action against the target, if able.
Prerequisite: Way of the Defender
Spaces adjacent to you are considered difficult terrain to your challenged enemies.
Prerequisite: Way of the Striker
Trigger: You use a basic Attack action, but haven't rolled yet.
Take 1 Stress. If the Attack succeeds and the target has 2 or less Vitality remaining after the Attack resolves, they are killed and defeated.
Prerequisite: Way of the Tactician
Trigger: An enemy creature ends their movement adjacent to one of your allies.
Spend 1 Stratagem. The ally may use an instant to move up to half their Speed.
Prerequisite: ➲ Battle Stance
Trigger: Tactical Mode begins.
Enter one of the Stances provided by ➲ Battle Stance. When you do so, the ability loses the Move trait and you do not gain any of the movement provided by the ability.
Choose an ability you don't already have from Way of the Defender, Way of the Striker, and Way of the Tactician. You gain the chosen ability.
Prerequisite: ➲ Battle Stance
You can be in up to two Stances at once, so long as at least one of them is a ➲ Battle Stance.
When you use ➲ Battle Stance to enter a Stance, you may also use one other Stance ability you know, though you do not gain any movement from the second Stance ability this turn.
While you have 3 or more Damage, you gain +1 edge on all Agility, Might, and Reflex rolls.
Requirement: You are wielding a Two-Handed Melee Weapon.
Take 2 Stress. You ◕ Strike, targeting all enemy creatures within 2 spaces.
Requirement: You are wielding a Ranged Weapon.
Take 2 Stress. You ◕ Shoot, targeting all enemy creatures within a Radius 2 area within the Ranged Weapon's maximum range. Treat the area's origin space as the target for the purposes of determining the range penalty.
Requirement: You are wielding two One-Handed Melee Weapons.
Take 2 Stress. You ◕ Strike twice with one Weapon and once with the other.
Requirement: You are wearing Medium Armor or Heavy Armor.
Take 2 Stress. Use a basic Attack action. Until the start of your next turn, you automatically block 1 Damage from all Attacks.
Requirement: You are wearing Light Armor or no armor.
Take 2 Stress. Use a basic Attack action. Until the start of your next turn, you gain +3 edge on ⨭Defend (Dodge) rolls you make.
Use a basic Attack action. Remove 2 Stress.
Prerequisite: Way of the Defender
Prerequisite: Way of the Striker
Prerequisite: Way of the Tactician