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Steel is not strength. Strength is what remains when the steel breaks—and you keep fighting.
You train for the moment when someone stands in your way and words have run out. A Fighter develops weapon technique, ranged precision and physical resolve. You might control a doorway with a blade, place a careful shot across a crossing, or withstand the blow that would stop someone else.
Your Skills supply the foundation. Your Class traits develop particular ways of using that training.
Fighter Paths
- Warrior · Melee: Meet an enemy's weapon, break through a guard and carry the fight into a better position. Develop Parry, Breach or Footwork.
- Marksman · Ranged: Prepare a shot, keep your weapon ready and restrict an enemy's movement. Develop Steady Aim, Quickload or Covering Fire.
- Titan · Athletics: Withstand harm, put force behind a successful strike and recover spent effort. Develop Brace, Power Attack or Second Wind.
All nine traits share the rules in Using Your Traits.
Paths organise your choices. You may develop traits from more than one Path, provided you have at least Skill Level 1 in each chosen Path's Skill. A Path does not replace the Skill used for an Action: Power Attack still uses Melee for its attack, even though its Path Skill is Athletics.
Developing Your Fighter
Every Fighter level gives you one rank in one Fighter trait. Choose a new trait at rank 1 or increase a trait you already have. A rank gives that trait one additional Use per Rest; the effect of each Use stays fixed. You receive only the trait ranks you choose, rather than every trait in a Path.
In the trait entries, R means your rank in that trait.
Your assigned Fighter trait ranks total your Fighter Level. For example, Fighter 3 could have Parry 3, or Parry 1, Footwork 1 and Brace 1. Each choice needs its own trained Path Skill.
Add your Melee, Ranged and Athletics Skill Levels to find the maximum rank you may reach in any one trait:
| Combined Skill Levels | Maximum rank in one trait |
|---|---|
| 3–5 | 3 |
| 6–8 | 6 |
| 9 or more | 10 |
Trait rank can exceed its Path Skill Level within this limit. Increasing a Skill can raise the limit, but gives you no Fighter level or trait rank by itself.
You begin at Fighter Level 1 when Fighter is your starting Class. To advance an existing Fighter, pay Story Points equal to the new Fighter Level, one level at a time, up to Fighter 10. Going from Fighter 1 to Fighter 3 therefore costs 2 + 3 = 5 Story Points, before any qualifying Training Exchange reduction. Advancing gives no additional starting money or general Skill Levels.
If you gain Fighter later, follow the normal Class-entry requirements: at least 3 combined levels across its core Skills, at least two of those Skills trained, an appropriate achievement or training scene, and 1 Story Point. Gain Fighter 1 and one trait rank, without repeating the creation Skill grant or 120 Dritch.
Starting Kit
When Fighter is your starting Class:
- Record Fighter Level 1, granted at character creation.
- Divide 3 Skill Levels among Melee, Ranged and Athletics, giving levels to at least two of them.
- Add your Origin's Skill grants, then check every final Skill against its Linked Vital. Melee and Ranged link to Agility; Athletics links to Strength. Check non-core Origin Skills too.
- Choose one Fighter trait at rank 1 in a Path whose Skill is at least level 1. Record one available Use. All unchosen traits remain rank 0.
- Take 120 Dritch from the Class. Record Origin money and already-owned equipment separately.
- Buy equipment at its listed prices, keeping track of unspent money, ammunition and consumables. Recommended equipment is a purchase, not a free grant.
Quick Starts
- Warrior — technical escort: Melee 2, Athletics 1, Ranged 0; Parry 1. Mace 15 + Leather 40 + Buckler 10 + Javelin 8 = 73 Dritch; 47 remain. Meet an incoming Melee attack with a boosted Full Guard, declaring Parry before rolling.
- Marksman — deliberate thrower: Ranged 2, Athletics 1, Melee 0; Steady Aim 1. Three Javelins at 8 each + Leather 40 + Dagger 5 = 69 Dritch; 51 remain. Stay in place, declare Steady Aim with your boosted throw, then reroll an eligible Miss after Edge and other applicable rerolls.
- Titan — gate defender: Athletics 2, Melee 1, Ranged 0; Brace 1. Mace 15 + Studded Leather 50 + Targe 25 + Javelin 8 = 98 Dritch; 22 remain. Keep enough Ready AD to pay the 2-AD Brace Reaction after a Physical Wound batch is known.
These are starting recipes. Combine Origin Skill grants before checking Vital caps; for example, Melee 2 plus an Origin's Melee 1 needs Agility at least 3. The thrown weapons are actual carried items and are not returned automatically. A Quickload build instead needs a Loading weapon, unfired ammunition and legal hand use. See Equipment for prices and requirements.
Path of the Warrior
Path Skill: Melee. A Warrior shapes the immediate contest through weapon technique: meet an attack, challenge an enemy’s guard and turn a resolved engagement into a better position.
Warrior traitsParryBreachFootwork
3 traits
Parry
Trigger: When an enemy initiates a Melee Exchange against you, choose Melee Full Guard and Boost that response with at least 1 AD. Declare Parry when committing to Full Guard, before rolling.
Cost: One Parry Use, plus Full Guard's normal Base Cost and Boost.
Effect: Add +1 to your final Full Guard total for this Exchange. A tie stops the attack. Full Guard still cannot wound the attacker.
Rank: R Uses per Rest. Each application remains +1.
Example: Your total of 2 becomes 3, stopping an attack total of 3. The Parry Use was declared and spent before either result was known.
Breach
Trigger: Initiate a Melee Exchange and Boost your attack with at least 1 AD. After the target commits to Full Guard, but before either combatant rolls, you may declare Breach.
Cost: One Breach Use, plus the attack's normal payments.
Effect: Add +1 to your final attack total against that Full Guard. If you win, calculate harm normally. Armour and equipment are unaffected; a tie still stops the attack.
Rank: R Uses per Rest. Each application remains +1.
Example: Your total of 2 becomes 3. Against Full Guard 2 you win with Hit Margin 1; against Full Guard 3 the attack is stopped.
Footwork
Trigger: After a Melee Exchange you initiated during your own Activation fully resolves, including harm, state changes and any Continuation Check, you may take this Reaction if you Boosted your own attack with at least 1 AD, remain Active, can move voluntarily and have not used Footwork during this Activation.
Cost: One Footwork Use and a 0-AD Reaction. Spend the Use when the Reaction begins.
Effect: Move up to 6m along a legal route as additional movement. This does not spend your normal Base Movement allowance. Difficult terrain consumes the allowance normally; Slowed halves it before Scene Mode conversion. You may stop early. Normal opportunity attacks resolve step by step before you continue.
The movement grants no attack, jump, Sprint or passage through a blocked route. It cannot override Steady Aim's movement commitment. Winning the Exchange is unnecessary if you still meet the Trigger. If movement is interrupted, the Use stays spent.
Rank: R Uses per Rest; once per own Activation. Every Use grants up to 6m.
Scene Modes: Preserve the route and distance in Story Mode. Normally 6m gives 3 Tactical Spaces or 1 Cinematic Zone. While Slowed, 3m gives 1 Space or a local reposition within the current Zone. Apply terrain costs and other explicit allowance modifiers before the normal conversion: Spaces = floor(metres/2); Zones = floor((metres+5)/10).
Path of the Marksman
Path Skill: Ranged. A Marksman makes preparation and weapon readiness count: recover a missed opportunity, ready the weapon for another exchange and make an enemy’s next movement harder.
Marksman traitsSteady AimQuickloadCovering Fire
3 traits
Steady Aim
Trigger: When you initiate a Ranged Exchange during your own Activation, before the target chooses its response, you may declare Steady Aim if you have not moved voluntarily during that Activation and Boost your own attack with at least 1 AD.
Cost: One Steady Aim Use, plus the attack's normal costs. Commit not to move voluntarily until this Activation ends.
Effect: After Edge and any other rerolls already applying to this attack, but before totals are compared, you may reroll one of your own dice still showing a Miss. Keep its replacement, including another Miss. If no eligible Miss remains, the Use is still spent. Weapon, range, ammunition and loading requirements remain.
A Miss previously rerolled during Edge may be chosen, unless a specific rule prohibits rerolling it. This activation cannot reroll the replacement again or spend another Use on the same attack. Resolving the declared reroll creates no additional trait activation, Skill Check, attack or proactive Skill use.
If another effect moves you before the attack roll, lose the reroll benefit but retain the spent Use and movement commitment. Forced movement after the roll does not retroactively cancel the benefit. The commitment lasts until the end of your Activation even if no die is rerolled.
Rank: R Uses per Rest. Each Use rerolls at most one Miss.
Example: One Hit and one Miss give a total of 1 after Edge. Reroll the Miss: a Hit makes the total 2, a Critical makes it 3, and another Miss leaves it at 1.
Quickload
Trigger: Immediately after a Ranged Exchange in which you fired a Loading weapon fully resolves, including harm, state changes and any Continuation Check, you may use Quickload if you Boosted your own attack with at least 1 AD. You must remain Active, still hold the unloaded weapon, have the required unfired ammunition and usable hands, and be able to pay the reduced cost. This may follow your initiated attack or a Ranged Clash response.
Cost: One Quickload Use, plus the reduced payment for one loading Action. Reduce that Action's base cost by 1 AD, minimum 0, then apply ordinary cost modifiers. Pay any remaining AD when the loading Action begins.
Effect: Perform that loading Action using the weapon's actual procedure. If an ordinary load takes one Minor Action, you may perform it immediately as a Reaction, provided you can take Reactions. A longer procedure retains its normal Action types, legal timing, steps, checks and remaining costs. Quickload cannot turn a Major Action or a sequence of Actions into one Reaction. If no loading Action may legally begin now, you cannot activate Quickload.
Use it once for this resolved-Exchange opportunity. Several Uses cannot deepen the discount on that Action or the same reload. If you pass the opportunity or take another Action or Reaction instead, it expires without creating a stored discount. Interruption after commitment leaves the Use and paid AD spent; follow the loading procedure for progress and ammunition.
The weapon becomes loaded only when its actual procedure finishes. The shot still expends its ammunition; Quickload supplies no ammunition or extra shot and cannot make an unloaded weapon eligible for an Exchange that has already resolved. It adds no Skill Check or proactive Ranged use; a special loading procedure retains its own requirements.
Rank: R Uses per Rest. Each Use reduces one base loading cost by 1 AD.
Example: An ordinary 1-AD bow load becomes a 0-AD Reaction. Slowed doubles the reduced cost of 0 to 0. Any longer loading procedure still needs its remaining steps and payments.
Covering Fire
Trigger: When you commit a Ranged attack in a Combat Exchange and Boost your own attack with at least 1 AD, declare Covering Fire against its creature target before any dice are rolled. This may accompany your initiated attack or a legal Ranged Clash response.
Cost: One Covering Fire Use, plus normal attack costs.
Effect: If you win the Exchange and the target remains Active after harm and its Continuation Check, halve its Base Movement during its next scheduled Activation only. Identify the first scheduled Activation starting after this Exchange resolves. The reduction begins at that Activation's start and expires at its end, even if the target cannot act. It affects no remaining movement in an Activation already in progress. Wounding is unnecessary; a loss or tie applies no reduction and leaves the Use spent.
Apply the reduction before movement calculations and Scene Mode conversion. It does not stack with another BM halving, including Slowed or encumbrance: use the lowest resulting BM once. Repeated applications for the same scheduled Activation neither halve again nor queue additional Activations. A new paid success during an affected Activation may apply to the next one, starting at that next Activation.
This affects only the attacked creature. It does not apply Slowed, raise action costs, prevent all movement or generate reaction shots. It needs no continuing loaded weapon or action by the holder after the shot.
Rank: R Uses per Rest. The reduction always lasts for one identified Activation.
Example: BM 14 becomes BM 7 for the next scheduled Activation. If you fire a Clash response during the target's current Activation, its current movement is unchanged. A target already at BM 7 because of another halving stays at BM 7.
Path of the Titan
Path Skill: Athletics. A Titan develops bodily force and endurance: brace against harm, put more force through a successful strike and recover spent Action Dice. Athletics supplies the training gate; each Action still uses its stated Skill.
Titan traitsBracePower AttackSecond Wind
3 traits
Brace
Trigger: After a source's Physical harm has been converted into a batch of at least 1 Wound against you, but before any Wounds from that batch are applied, you may take this Reaction while Active.
Cost: One Brace Use and a Reaction with a base cost of 2 Ready AD. Apply ordinary cost modifiers; Slowed makes it 4 AD. You must be able to take the Reaction and pay its full cost.
Effect: Reduce that batch by 1 Wound, minimum 0, then apply the remaining Wounds normally. Pay before applying them: AD spent on Brace become Used and remain unwounded until the normal Wound procedure takes them.
Use Brace once per batch. It affects Physical harm only, heals no existing Wound, prevents no Condition and adds no Soak. Other harm domains are unaffected.
Rank: R Uses per Rest. Each Use prevents at most one Wound.
Example: With Ready 5 and Used 3, pay 2 AD: Ready 3 and Used 5. A batch of two Physical Wounds becomes one; take it normally, leaving Ready 2, Used 5 and Wounded 1.
Power Attack
Trigger: When committing a Melee attack that uses Strength as its Damage Vital, causes Physical harm and includes at least 1 of your own Boost AD, declare Power Attack before any dice are rolled. On an initiated attack, declare it before the target chooses its response. It may also accompany a legal Melee Clash response or another legal qualifying Melee attack; it cannot accompany Full Guard.
Cost: One Power Attack Use, plus the attack's normal Base Cost and Boost. This modifies the attack; it creates no separate Action, Reaction, Skill Check or proactive Skill use. Melee still governs the attack, its Boost limit and its normal proactive-use accounting.
Effect: If your attack wins, calculate its normal Strike Rating, including the weapon's Damage Vital Cap, then add +2 Strike Rating to that attack's Physical harm. Apply normal Protection, Wound Margin and Wound Conversion. Apply it once to the hit on the declared target, not to later or secondary harm.
The bonus changes no roll total, Hit Margin, Vital or weapon cap. It grants no automatic hit, armour bypass, displacement or extra attack. A loss, tie, interruption or attack that ceases to qualify leaves the Use spent and supplies no bonus, including to the opponent's winning attack.
Rank: R Uses per Rest. Each application remains +2 Strike Rating.
Example: An arming sword's Damage 2 plus Strength 4 capped at 3 gives normal Strike Rating 5. Power Attack makes it 7. Winning by 1 against Protection 1 changes Wound Margin 5 to 7: three Wounds become five.
Second Wind
Trigger: During your own Activation while Active, you may take this Minor Action if you have at least one Used AD before payment, have not used Second Wind during this Activation, have a proactive Athletics use remaining and can pay.
Cost: One Second Wind Use, one proactive Athletics use and a base cost of 1 Ready AD, modified normally. Make no Skill Check.
Effect: After paying, move up to 2 currently Used AD to Ready, including AD just spent on Second Wind if you choose. Return no more dice than exist in Used AD.
Used MD and Wounded AD are ineligible. This creates no dice and changes no Vitality. It is an immediate refresh: make no Impaired Refresh roll for it. It does not remove Impaired Refresh or change a later scheduled refresh.
Rank: R Uses per Rest; once per own Activation. Each Use returns up to two Used AD.
Example: Ready 2 / Used 3 becomes Ready 1 / Used 4 after payment, then Ready 3 / Used 2. You gain one Ready AD overall. While Slowed, paying 2 then returning 2 gives no net Ready AD gain.
Using Your Traits
Rank and training. A trait at rank 0 cannot be used. You need at least Skill Level 1 in its Path Skill to use it. If you lose that training, keep the recorded ranks, but suspend their use until the Skill returns; regaining eligibility restores no spent Uses.
Uses and Rest. Each trait has its own maximum Uses equal to its rank. Parry 3 and Brace 1 give you three Parry Uses and one Brace Use. Begin with them full. Completing a normal uninterrupted eight-hour Rest restores them to their maxima. Gaining a rank adds one maximum Use and one available Use, without refilling previously spent Uses. Uses are counters; they cannot pay AD or MD costs.
Your own Boost. When a trait requires a boosted roll, commit at least 1 of your own Boost AD to that roll, within its governing Skill's Boost limit. Base Cost dice, an opponent's Boost or a bonus do not qualify. Brace and Second Wind instead use their stated AD payments and require no boosted roll.
Commitment. Follow each trait's declaration window and pay when you declare it. A legal Use stays spent if the subsequent roll loses, the effect is interrupted or the benefit proves unnecessary. An illegal declaration rejected before payment spends nothing. Normal AD payments move Ready AD to Used AD; apply ordinary cost modifiers to the stated base cost. Slowed doubles that cost, while a 0-AD cost stays 0.
One trait per triggering Event. Each participant may use one trait or other Class Power for the same triggering game moment. A later, distinct Event can trigger another trait in the same Exchange. For example, declare Power Attack with an attack, Breach when the enemy later commits to Full Guard, and Footwork after resolution, paying and meeting each requirement. Applying an already-declared effect later is not another trait activation. You cannot multiply an effect by spending several Uses on the same Event.
Actions and Reactions. A trait that modifies an attack or Full Guard is part of that procedure. Only an entry that expressly grants a Reaction creates one; normal Reaction restrictions apply, including Stunned. A Reaction consumes no proactive Skill use. Second Wind is a Minor Action and expressly consumes a proactive Athletics use.
Rolls and harm. Resolve Edge before other rerolls unless a specific rule says otherwise. Parry and Breach add their +1 after Edge and all applicable rerolls, before comparison. Steady Aim supplies its own stated reroll. Power Attack changes Strike Rating after a win. Full Guard cannot cause harm and stops an attack on a tie; a Clash tie causes no clean hit.