ClassThe Drilled Edge

Fighter

A master of pure martial discipline, turning any weapon into an extension of will through training and battlefield experience.

The Fighter is a master of pure martial discipline, turning any weapon into an extension of will through training and the hard schooling of the battlefield. No pact, no spell, no spirit - only the craft, honed until reflex becomes art.

One Fighter becomes an unbreakable wall, controlling the flow of battle through positioning and the patient art of holding ground. Another wields weapons most soldiers cannot lift; another commands whole sections of the field with a single, perfectly placed shot.

STR
d8
AGI
d6
RES
d8
FCS
d6
INT
d4
Core Attributes
STR · RES
Innate Skills
athletics, history_military, intimidation/survival
Innate School
None
Armor
Medium · Heavy

Starting EquipmentCommon melee weapon and shield. Medium or heavy armor. Minor health potion.

Core Abilities

Abilities and talents that define the class at its core - granted at creation, or available as early signature picks.

  • Combat Recovery

    Talent

    Use a Full Action to recuperate lost Health and Will. You recover Health equal to your Resolve Bonus and Will equal to 2 times your Focus Bonus. Usable once per Rest.

    Not retreat. Recalibration.

  • Fighting Stance

    Talent15 SP

    Your movement speed is halved but you gain an additional Bonus Action at the start of your turn. Lasts until cancelled as a Bonus Action on your turn or if Stance is changed.

    Less ground covered. More ground held.

  • Precise Strike

    AbilityL224 SP

    You may spend a Bonus Action when making an Attack to increase damage equal to double your level. Additionally, if the Hit Roll exceeds a score of 22 the Attack strikes critically.

    Anyone can swing hard. Fewer know exactly where to swing.

Path of Advancement

Levels 2–10. Each level lists the dice that step up and the core-attribute bonuses your character must have reached to take it.

LevelDice UpsRequired Bonuses
2—STR 5 · RES 5
3STR UpSTR 6 · RES 6
4—STR 8 · RES 6
5RES UpSTR 10 · RES 8
6Free UpSTR 10 · RES 10
7AGI UpSTR 13 · RES 10
8—STR 14 · RES 13
9Free UpSTR 15 · RES 15
10Free UpSTR 18 · RES 16

Specializations

General Class Picks

Picks available to every Fighter, before a specialization is chosen.

Level 1

Combat Recovery

1 ActionAuto

Use a Full Action to recuperate lost Health and Will. You recover Health equal to your Resolve Bonus and Will equal to 2 times your Focus Bonus. Usable once per Rest.

  • Utility
Details →

Fighting Stance

Free Action15 SP

Your movement speed is halved but you gain an additional Bonus Action at the start of your turn. Lasts until cancelled as a Bonus Action on your turn or if Stance is changed.

  • Utility
Details →

Quick Strike

Bonus Action + 1 Action·2 WP7 SP

Use a Bonus Action to make a melee attack against a target within your reach. Add ½ your STR Bonus to Damage instead of regular bonus.

  • Melee
  • Single Target
Details →

Crippler

1 Action·7 WP12 SP

Use 1 Action to make an Attack. On hit, the target takes attack damage and must succeed a RES Save against damage or fall prone and gain Crippled(1).

  • Melee
  • Single Target
Details →

Level 2

Precise Strike

Bonus Action + 1 Action24 SP

You may spend a Bonus Action when making an Attack to increase damage equal to double your level. Additionally, if the Hit Roll exceeds a score of 22 the Attack strikes critically.

  • Melee
  • Ranged
Details →

Requires: Pick: Shields Up! I

Increase your shield's Block Rating by 1 / 2 / 3. Requires level 1 / 2 / 3.

Details →

Pummel

1/2 Action·10 WP10 SP

Expend a ½ Action to Pummel your foe. On a successful hit, deal damage equal to STR Roll + Bonus. Enemy must succeed a FCS Save against damage or become Dazed for 3 rounds.

  • Melee
  • Single Target
Details →

Full Steam

1 Action·5 WP15 SP

Use 1 Action to move up to your Current Speed + STR Bonus, ending your movement in a straight line of at least 5m facing an enemy. Make a Melee Attack after movement. The attack deals additional STR Bonus damage. Usable once per Combat.

  • Melee
  • Single Target
Details →

Once per combat before making an attack declare using Combat Focus. On hit add RES bonus to damage and recover WP equal to your RES bonus.

  • Utility
Details →

After successfully defending against an attack, gain ½ Action on your next turn. The action must be used for Movement and as your first Action that turn. You do not provoke Reactions with that Movement Action.

Details →

Level 3

Requires: Pick: Shields Up! I, Shields Up! II

Increase your shield's Block Rating by 1 / 2 / 3. Requires level 1 / 2 / 3.

Details →

Requires: Pick: Hulking Armor I, Hulking Armor II

While wearing Heavy Armor, your Defense Rating increases by 1 / 2 / 3.

Details →

Disarming Block

Bonus Action + 1 Action·5 WP18 SP

As part of a Block Action you may use an additional Bonus Action to force the enemy to Roll a STR Save against your Defense Rating. On a fail the weapon they used for the attack is Disarmed.

  • Utility
Details →

Level 4

Tactical Retreat

1/2 Action·5 WP22 SP

Use a ½ Action to Disengage from Melee Combat, retreating AGI bonus meters away from the enemies. If you are Encircled, you can choose which way you Disengage, even through enemy space.

  • Utility
Details →

Battle Stance

Free Action·15 WP28 SP

As a Free Action, you brace yourself for Combat. While active, you gain an additional primary die to your attack rolls. Use one for hit and one for damage. You also gain Physical Resistance (1). The stance lasts for 5 rounds or until you change stance.

  • Utility
Details →

Level 6

Requires: Pick: Gushing Wounds I

Your Piercing and Slashing Attacks gain Bleed (1 / 2). Requires level 6 for second tier.

Details →

When any Basic Attack or Ability you use reduces a target to 0 HP, you may immediately make one Basic Attack against a different target within range.

Details →

When an enemy within your melee reach fails an attack against you, you may make a Basic Attack against them. This attack uses your current FCS degradation sequence.

Details →

Once per Rest, when you fail a RES Save, you may reroll it and take the new result. Additionally, whenever you would lose Rating on a Condition other than Exhausted, Fatigued, or Dying, roll a D10. On a 10, lose 1 additional Rating on that Condition.

Details →

Your FCS degradation sequence shifts forward by one step - your second attack retains full FCS bonus, and your third attack uses half FCS bonus instead of none.

Details →

Level 8

Choose one attribute: STR, AGI or RES. Increase your bonus cap in that attribute by 2 and immediately gain 1 bonus in that attribute. These additional bonuses cannot exceed the new cap.

Details →

When a creature within 5m dies and you participated in taking it down, roll your FCS die and recover WP equal to the result. The second death this combat recovers half the roll instead. Third and further deaths return no WP.

Details →

Once per combat, you may Quicken one Basic Attack or Class Ability. A Basic Attack costs a Bonus Action instead of a ½ Action. A ½ Action Ability costs a Bonus Action. A 1 Action Ability costs a ½ Action. A 1½ Action Ability costs 1 Action.

  • Utility
Details →
Class · System ReferenceØMEN: After Dragons