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Warrior Schools

School of the Ancestral Warrior

The School of the Ancestral Warrior focuses on training its warriors to focus on connecting with their weapon, earning about their history and drawing forth the knowledge and skill of its past wielders.

Called Ghost Warriors, many warriors from this school can be found delving into ancient ruins, scouring lost archives, or travelling to sites of momentous historical events. Others may be found in noble families who have long catalogued every detail of their bloodline, forcing the incumbent warrior into endless study to uphold their bloodline’s potential.

The most famous of this school however, hunt down legendary beasts whose souls are strong enough and formidable enough to activate the latent soul power left within their blades.

Researchers Training

1st Tier Ghost Warrior Feature

You have been trained in a variety of skills to aid you in learning of and attuning to your Weapon. Choose any two Skills to Learn, then choose one Skill you have Learnt to Master.

You can perform the Study action for 1AP, and you also gain an additional Fighting Style Feat.

When using the Study action in an area with appropriate records of information, such as the local archives or a library. You are always treated as being a Master in the Skill to research your Ancestral Weapon, legendary entities, and folklore, if you already were a Master in that Skill, you gain a +3 Divination Bonus to the Test.



Ancestor’s Step

1st Tier Ghost Warrior Feature

You have trained to remain mobile using techniques passed down through generations. You can perform the Dash and Disengage Combat Step Actions and the Disengage action for 1AP.

The AP cost increase for multiple uses of the Movement action and Dash Combat Step Action on a Turn, increases by 1AP rather than 2AP.



Ancestral Weapon

1st Tier Ghost Warrior Feature

You have found an ancestral weapon, used by countless generations of masters of this weapon, now in your hand a spark of its forgotten power has awakened. Choose a non-magical Weapon to be your Ancestral Weapon, you immediately form a Soulbond with the Weapon, and it does not count against the number of Soulbonds you can maintain at once. You Ancestral Weapon gains the following benefits:

  • Awakened Blade. This Weapon becomes Awakened, it becomes magical, gaining a Magic Bonus to Attack and Damage Rolls equal to your Tiers in this School, and gains Awakened Tier 1, with it gaining two Concepts instead of the normal one; “Ancestral Blade” and another Concept that is the Weapon’s name.

    If a part of the Campaign, this Weapon also gains the 1st Weapon Level.

  • Mastercrafted Weapon. This Weapon becomes Mastercrated.

    When you would form a Soulbond with another Weapon with either Enchantments, Gemstones, or Runes, you may once the Soulbonding rite has concluded choose to instead of forming a Soulbond choose to absorb either the Enchantments, Gemstones, or Runes from the Weapon and apply them to you Ancestral Weapon.

    If you do so the Ancestral Weapon loses any of the chosen enhancements they currently have as they are replaced with the newly acquired ones, meanwhile the other Weapon will loose those enhancements that have been taken from it.

  • Mirror Blade. When you Draw this Weapon if it does not have the Two-Handed Weapon Property and your other hand is free, you can summon a spectral copy of the Weapon into your off-hand which, so long as the Weapon does not have the Heavy Weapon Property, gains the Light Weapon Property.

    While wielding both your spectral mirror blade and your Ancestral Weapon, you gain access to the Fuse Weapon action.

  • Strength From Souls. After reducing an entity, other than one with a Minion Entity Tag, to 0 HP during a Critical Engagement this Weapon gains power from the foe. You replenish a number of expended Combat Step Die equal to the CR of the slain entity.

  • Suited to the Wielder. Your Ancestral Weapon is always considered one of your Active Weapon Focuses, and your Inspired Event Scope with this Weapon increases by 1.

Warrior Action Card Fuse Weapon AP Cost: 1AP Requirement: You are wielding your Ancestral Weapon and spectral Mirror Blade Effect: You merge your Weapons together. While Merged this way they gain the Two-Handed Weapon Property and is considered a Double-Bladed Weapon in addition to its normal Weapon Type. The AP cost of your Combo Step Actions using this Weapon increases by 1 AP, but when you use these actions you can choose one of the following effects to occur: •Power Strike. You strike with the Weapon as normal for its base Weapon Type, but you increase the size of the Weapon’s Damage Die by 1 and roll it twice for Damage Rolls. •Sweeping Strike. You strike each entity within a number of metres of you equal to the Reach of the base Weapon Type + 1m. Instead of making separate Attack Rolls, the Target’s must make an Agility Test against your Combat Step TG. Taking full damage on a Failed Test, and half as much damage on a successful one. You can separate the Weapons to have one in each hand again as an action (1AP).


Commune With the Spirits of the Blade

2nd Tier Ghost Warrior Feature

You have learnt to commune with the spirits of your Ancestral Weapon’s past wielders. When you gain this Feature, speak with your GG to begin discussing what kind of past wielders of your Ancestral Weapon may have had, and what kind of knowledge you may be able to glean from them. Though your Character may not know this information, and only glean it after performing the appropriate in game research.

As an Activity during a Rest, you can attempt to commune with the lingering spirits of your Ancestral Weapon’s past wielders.

You may ask them a number of questions up to half your Skill Bonus. These questions must be ones that can be answered with a yes or no, unless your GG says otherwise, though if the GG believes a one-word answer could be misleading or contrary to their interests a short phrase may be given as an answer instead.

You receive a correct answer for each question, based on the faded knowledge, memories, and viewpoints of these lingering souls. They aren't omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond their faded knowledge.

When you complete a Long Rest, you may choose a number of Combat Step actions up to half your SB, which you know until you next complete a Long Rest, as the spirits tied to your Weapon teach you their techniques in your dreams. These Combat Step Actions can be from any Warrior School, though if you do choose Step Actions from outside a School you know, all the Combat Step Actions chosen have to be from that School or General Steps.

In addition, your Ancestral Weapon becomes Awakened Tier 2, and if a part of the Campaign, this Weapon also gains the 2nd Weapon Level.

The Ancestral Weapon’s Strength From Souls ability, now allows you when the conditions are met instead of replenishing Combat Step Die, lets you replenish a number of expended Hit Die equal to the CR of the slain entity.


Spirits as Teachers

As noted in the Art of Combat Feature, certain masters can teach a Warrior Legendary Combat Step Actions. A GG can choose for narrative rewards or progression for a Warrior of this School, who has unlocked the ability to commune with the spirits of past wielders, could learn unique Legendary Combat Step Actions from them. Methods maybe that would inspire the spirit to seek to teach the Warrior could be performing actions that align to the values and ideals of a specific spirit, or besting a particularly dangerous foe.

Maybe for a number of Long Rests the Character has to pick this one Legendary Combat Step action which starts off weaker, but as it is used more and more it grows to its full potential until finally the Warrior can add it to their repertoire.



Maintained Momentum

3rd Tier Ghost Warrior Feature

You have learnt how to make the best use of your actions to always keep momentum in a fight. You gain the following benefits:

  • You gain an additional Combat Step Die.

  • You increase the number of Combat Step Actions you know by 1.

  • After moving at least half your Movement speed, or after hitting a Target with an Attack Roll made with your Ancestral Weapon, the next Attack Roll you make with your Ancestral Weapon this Turn, is made with Advantage.

  • For Attack Rolls made using your Ancestral Weapon, if they miss you can perform the Set-Up Combat Step Action for 0AP, when used this way it’s AP is not increased for multiple uses in the same Turn.

  • When you score a Critical Hit using your Ancestral Weapon, recover one expended Combat Step Die.

In addition, your Ancestral Weapon becomes Awakened Tier 3, and if a part of the Campaign, this Weapon also gains the 3rd Weapon Level.

The Ancestral Weapon’s Strength From Souls ability, now allows you when the conditions are met instead of one of the other options, lets you increase the your Critical Hit Scope of the next attack made with this Weapon, by half the CR of the slain entity.



Soul of Battle

4th Tier Ghost Warrior Feature

You have learnt how to tap into your weapon’s soul of battle. When fighting in a Critical Engagement, each time you deal damage to a Target without the Minion Entity Tag, this Weapon increases its Soul Bonus to Damage Rolls by 1 (starting at +0), this Bonus disappears at the end of the Encounter/Scene.

You also gain a Speed Bonus to your Attack Rolls with your Ancestral Weapon, equal to half your Soul Bonus (rounded down).

Your Ancestral Weapon gains the following benefits:

  • You gain an additional Combat Step Die.

  • You increase the number of Combat Step Actions you know by 1.

  • After moving at least half your Movement speed, or after hitting a Target with an Attack Roll made with your Ancestral Weapon, the next Attack Roll you make with your Ancestral Weapon this Turn, is made with Advantage.

  • For Attack Rolls made using your Ancestral Weapon, if they miss you can perform the Set-Up Combat Step Action for 0AP, when used this way it’s AP is not increased for multiple uses in the same Turn.

  • When you score a Critical Hit using your Ancestral Weapon, recover one expended Combat Step Die.

In addition, your Ancestral Weapon, if a part of the Campaign, this Weapon also gains the 4th Weapon Level.

The Ancestral Weapon’s Strength From Souls ability, now allows you to split the CR between the different effects that can occur.



School of the Ancestral Warrior Step Actions

Warrior Action Card (Combat Step - General Step) Empowering Strike AP Cost: 2AP Requirement: You are wielding your Ancestral Weapon Effect: You strike your target to leave them open to future strikes. Make a single Weapon Attack with your Ancestral Weapon. On a Hit: The Target becomes Marked by you. While the Target is Marked by this action, you can add your Combat Step Die to all Damage Rolls made as part of this Combat Step Flow. On a Critical Hit: The Target while Marked by this action, also has all your Opener and Finisher Combat Step Actions increase their Critical Hit Scope by 1. Warrior Action Card (Combat Step - General Step) Envenomed Strike: Eyerot AP Cost: 1AP Requirement: You are wielding your Ancestral Weapon Cost: You may expend 1 Combat Step Die Effect: You call forth the memory of Eyerot Venom into your Weapon. Make a single Weapon Attack with your Ancestral Weapon. If you are holding a Container of a different Venom, then that Venom is also applied to your Weapon for this attack. On a Hit: After damage is resolved if the Target must make an Endurance Test. On a Failed Test: The Target gains the Impaired (Sight) condition until the start of your next Turn. If they Fail the Test by 5+: The Target gains the Impaired (Sight) condition. Empowered Action: If you expended a Combat Step Die, you can add your Combat Step Die to the Damage Roll. Warrior Action Card (Combat Step - General Step) Envenomed Strike: Gutpiercer AP Cost: 1AP Requirement: You are wielding your Ancestral Weapon Cost: You may expend 1 Combat Step Die Effect: You call forth the memory of Gutpiercer Venom into your Weapon. Make a single Weapon Attack with your Ancestral Weapon. If you are holding a Container of a different Venom, then that Venom is also applied to your Weapon for this attack. On a Hit: After damage is resolved if the Target must make an Endurance Test. On a Failed Test: The Target gains one Degree of the Poisoned condition. If they Fail the Test by 5+: The Target gains an additional Degree of the Poisoned condition. Empowered Action: If you expended a Combat Step Die, you can add your Combat Step Die to the Damage Roll. Warrior Action Card (Combat Step - General Step) Envenomed Strike: Stonejoint AP Cost: 1AP Requirement: You are wielding your Ancestral Weapon Cost: You may expend 1 Combat Step Die Effect: You call forth the memory of Stonejoint Venom into your Weapon. Make a single Weapon Attack with your Ancestral Weapon. If you are holding a Container of a different Venom, then that Venom is also applied to your Weapon for this attack. On a Hit: After damage is resolved if the Target must make an Endurance Test. On a Failed Test: The Target gains one Degree of the Slowed condition until the start of your Next Turn. If they Fail the Test by 5+: The Target gains an additional Degree of the Slowed condition. Empowered Action: If you expended a Combat Step Die, you can add your Combat Step Die to the Damage Roll. Warrior Action (Combat Step - General Step) Far Strike AP Cost: 1AP Requirement: You are wielding your Ancestral Weapon Effect: You aim your strike to hit foes further away. Make a single Weapon Attack with your Ancestral Weapon. If your Ancestral Weapon is a Melee Weapon: Increase the Weapon’s Reach for this action by 1m. If your Ancestral Weapon is a Ranged Weapon: Increase the Weapon’s Base Range for this action by 6m. Warrior Action Card (Combat Step - Finisher Step) Ghostly Finisher AP Cost: 2AP Requirement: You are wielding your Ancestral Weapon & are under the effects of the Summon Ghost Combat Step Action Cost: 1 Combat Step Die Effect: You strike a finishing blow with the aid of your Ghostly Warrior. Make a single Weapon Attack with your Ancestral Weapon. On a Hit (Finisher Effect): For every time your Ghost Warrior made a Weapon Attack in the current Flow prior to this action (to a maximum number equal to your SB), you may roll your Ancestral Weapon’s damage die adding the result to the Damage Roll in addition to a roll of your Combat Step Die. Warrior Action Card (Combat Step - Variable Step) Lightning Momentum AP Cost: 2AP Requirement: You are wielding your Ancestral Weapon Cost: 1 Combat Step Die Effect: You strike a blow to grant you momentum for a series of lightning fast strikes. Make a single Weapon Attack with your Ancestral Weapon. On a Hit: The next action involving an attack with you Ancestral Weapon has their AP cost reduced by 1 AP (minimum of 1AP). On a Critical Hit: The an additional action has its AP cost reduced. Finisher Effect: If the attack hits and this action is used as a Finisher, the next x Combat Step Actions of the Combat Step Flow after this one, has their AP cost reduced by 1 AP or 2AP if this attack was a Critical Hit (to a minimum of 1AP). Where X equals the number of Combat Step Actions made in the current Flow prior to this action (to a maximum number equal to your SB). Warrior Action Card (Combat Step - General Step) Lingering Strike AP Cost: 1AP Requirement: You are wielding your Ancestral Weapon Cost: 1 Combat Step Die Effect: You strike you foes to leave a lingering wound. Make a single Weapon Attack with your Ancestral Weapon. On a Hit: The Target takes additional Vorpal damage equal to a roll of your Combat Step Die and the Target gains two Degrees of the Burned (Vorpal) condition. On a Critical Hit: The Target gains an additional Degree of the Burned (Vorpal) condition. Warrior Action Card (Combat Step - General Step) Spirit Step AP Cost: 1AP Requirement: You are wielding your Ancestral Weapon & are under the effects of the Summon Ghost Combat Step Action Target: Your Ghost Warrior that you can see Effect: You swap places with your Ghost Warrior. You and your Target Teleport swapping places. You then can make a single Weapon Attack. Warrior Action Card (Combat Step - Opener Step) Summon Ghost AP Cost: 2AP Requirement: You are wielding your Ancestral Weapon Target: An unoccupied space you can see within your AoC Duration: The current Combat Step Flow Effect: You manifest the soul of a former wielder of your ancestral weapon. You summon the Ghost Warrior at the Target. The Ghost Warrior appears as a magical, translucent, entity of your Size Category. It is considered a Companion with the Summoned Companion Tag. It has 0AP and 0RP, a Walking speed of 6m, 1HP, a HT of 14 + your SB, is Immune to all conditions, and is wielding a spectral copy of your Ancestral Weapon. You can make Weapon Attacks from your Ghost Warrior’s space for your actions, reactions, and Features, and whenever you take the Attack action, you can make an additional single Weapon Attack with your Ancestral Weapon from your Ghost Warrior’s space. This effect ends early if it is destroyed, until you dismiss it as an action (1AP), or until you’re Incapacitated. If Ghost Warrior ends its turn more than 24m (At Range) from you it is destroyed.


School of the Blade Dancer

The School of the Blade Dancer focuses on training its warriors to focus on their own performance in combat. These warriors are masters of the flow of combat, gracefully moving from one step to the next with ease. Knowledgeable of many styles of combat form and stances.

Called blade dancers, warriors who train in the school are found both in the midst of the battlefield, but also as cunning duellists and travelling warriors for hire. The most experienced of their number potentially being invited to the homes of noble families as either a bodyguard or as tutors for their children.

Well Educated

1st Tier Blade Dancer Feature

You have been trained in skills useful for both developing your tactics and leadership abilities. Choose any two Skills to Learn, then choose one Skill you have Learnt to Master.

You also gain an additional Fighting Style Feat.



Blade Dancer

1st Tier Blade Dancer Feature

You are experienced in the art of combat. You gain the following benefits:

  • Your Inspired Event Scope increases by 1.

    When you score an Inspired Event, you can move up to half your Movement speed. This Movement does not provoke Opportunity Attacks.

  • You gain an additional Combat Step Die.

  • You increase the number of Combat Step Actions you know by 2.

  • You have Advantage on Initiative Tests.

  • Your Weapon Attacks and Unarmed Strikes deal an additional 1d4 damage of the Weapon/Unarmed Strike’s Damage Type.



Fate Steps

2nd Tier Blade Dancer Feature

Fate warps to match the steps of your dance. Your Blade Dancer Feature’s additional damage’s damage die increases its size to 1d6. Once per Turn, if you would make a Trait Test to resist or avoid a harmful effect, you can choose to roll the additional damage’s damage die from the Blade Dancer Feature and add the result to your Test’s TTV.

If you do so, you do not gain this additional damage die for Damage Rolls until the end of your next Turn.

You gain the Warp Fate action.

Warrior Action Card Warp Fate AP Cost: 0AP Requirement: You do not have a Mark of Fate Effect: Fate warps to your whim in battle. You gain a Mark of Fate.

You may use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.



Step Mastery

3rd Tier Blade Dancer Feature

You know how to exploit the weaknesses of your foes. You gain the following benefits:

  • Your Inspired Event Scope increases by 1.

  • You gain an additional Combat Step Die.

  • You increase the number of Combat Step Actions you know by 1.

  • If a Compulsory or General Combat Step Action would cost more than 3AP, its AP cost is reduced for you to 3AP.

In addition, your Blade Dancer Feature’s additional damage’s damage die increases its size to 1d8.



Martial Spirit

4th Tier Blade Dancer Feature

You are the embodiment of a martial fighter. At the start of each of your Turns, so long as you have the Bloodied condition but not the Dying condition, you regain HP equal to your SB + your Endurance Trait.

Your Weapon Attacks and Unarmed Strikes ignore Damage Reduction for Bludgeoning, Piercing, and Slashing damage.

If you score a Critical Hit with a Weapon Attack or Unarmed Strike, you also ignore Resistances to Bludgeoning, Piercing, and Slashing damage, and increase the Damage Roll result by your Warrior Level.

In addition, your Blade Dancer Feature’s additional damage’s damage die increases its size to 1d10.



School of the Cataphract

The School of the Cataphract focuses on training its warriors to focus on mounted combat. These warriors are masters of battle on the back of an appropriate combat mount, able to perform incredible feats not just on the back of land-based mounts but even underwater or flying mounts.

Called cataphracts, warriors who train in the school are found on the battlefield, as a part of a cavalry charge. Though some also may be found in more ceremonial roles. Adventurers from this school, however, are more often lone wanderers travelling with their companion from place to place, helping those in need they come across. Especially as bandits and monsters are not prepared for an armoured warrior and steed charging towards them.

It is recommended for those who take up this school, to have taken the Fighting Style: Mounted Fighter Feat.

Animal Expert

1st Tier Cataphract Feature

You have been trained in skills useful for working with a battle mount. Choose two Skills from Animal Handling, Empathy, General Knowledge, Magical Lore, Medicine, Nature, and Survival. You Learn the chosen Skills and then can choose one of the listed Skills you have Learnt to Master.

You also can Learn an additional Language of your choice.



Cataphract’s Mount

1st Tier Cataphract Feature

Every cataphract needs a suitable companion. When you gain this Feature, you can choose any willing entity you have currently met that is capable of being you Mount to form a bond with; this target replaces its current Stat Block with the Cataphract’s Mount presented below, gaining the Entity Type of the bonded entity. This Cataphract’s Mount follows the rules presented in the Class Companions section and Mount section of the Other Rules Chapter of the Core Rules. If you have not met a suitable entity, you find a Horse to bond with.

The Mount is friendly to you and your allies and obeys your commands. Its game statistics are in the Cataphract’s Mount Stat Block presented below, which uses your Skill Bonus (SB) in several places.

In combat, the Mount shares your Turn in Initiative, and you can weave its actions amongst your own. When it is reduced to 0 HP, you may either use your Second Wind reaction to restore your Mount’s HP as if you had used the reaction on yourself, or it leaves the battlefield to recover, effectively counting as being Taken Out of the Fight. If you were Mounting it when this occurs, this counts as a Forced Dismount with you falling off the Mount. Once you have finished a Short or Long Rest, you can whistle and the Mount will return to you, if it can physically reach your current position.

You gain a Shared Bond Concept with your Cataphract’s Mount “Cataphract’s Mount”. A Bond Concept with your Cataphract’s Mount does not count against the number of Shared Bond Concepts you can have at any one time.

It may be the entity you form a bond with is unique, at which point with GG approval any special movement types, senses, abilities, actions, reactions, etc are applied to the Cataphract’s Mount Stat Block. Any Traits the entity had that are higher than those presented in the Mount’s Stat Block may use the higher values instead.


Cataphract’s Mount
Medium/ Large Variable (Class Companion, Mount)

HT: 14 + SB

HP: 14 + SB + [5x Class Level]

Speed: 12m


Initiative: -

Hit Die: [Class Level]d10

PHY 4 KNO 1
AGI 3 INT 1 SB [Your SB]
END 2 DET -1

Senses Passive Perception (11 + SB)

Languages Understands any Language the Warrior knows

Passive Traits

Bonded Mount. You can add your SB to any Trait Test that the Mount makes.

Whenever you would restore your own HP, your Mount recovers the same amount of HP.

Any Warrior Features or Combat Step Actions/Reactions that affect you, also affects your Mount at no additional cost.

Cataphract’s Charge. Once per Turn, when this Mount takes the Movement action, you can expend a Combat Step Die and roll it. Increasing the Mounts Walking speed by a number of metres equal to the Step Die’s roll until the end of the Turn.

Actions

The Mount has 2AP and 1RP.

Forceful Bite, Claw, or Kick (2AP). Melee Natural Weapon Attack Roll: +(4 + SB). Target: 1, Reach: 1m/2m. Hit: 1d8 + 4 + SB Force damage.

















Mounted Combatant

1st Tier Cataphract Feature

You are experienced in the art of mounted combat. You have Advantage on Trait Tests made to avoid falling off your Mount.

If you fall off your Mount and descend no more than a number of metres equal to your Agility (minimum of 2), and you are not Incapacitated, you can land on your feet.



Changing Mount

2nd Tier Cataphract Feature

Not every battlefield is on an open plane. Your Cataphract’s Mount can change its form, this may be magical or technological changes to allow your Mount this ability, or maybe you have bonded with multiple Mounts and your whistle calls to a different one for each form you need. At the end of a Long Rest, you can choose for your Mount to gain a Swim or Fly speed equal to its Walking speed. If the Mount gains a Swim speed it can also breathe underwater.

This change lasts until you next decide to change its chosen speed during a Long Rest.

In addition, your Opportunity Attack gains an additional Trigger, when an entity moves at least 1m within your AoC.



Strengthened Bond

3rd Tier Cataphract Feature

The bond you share with your mount is so strong it allows for unique effects to occur. Once per Encounter/Scene, you may invoke your Bond Concept with your Mount selecting one of the options listed in the Relationships & Bonds section of the Socialising & Relationships Chapter of the Core Rules.

In addition, any beneficial spells or psionic powers that Target only you, also now Target your Mount so long as it is within 3m (Near) of you. Your Mount also gains the Multiattack Trait.

Multiattack. The Mount when it performs the Forceful Bite, Claw, or Kick action makes a number of separate attacks as part of the action equal to half your SB.



Master of Mounted Combat

4th Tier Cataphract Feature

You have mastered the art of mounted combat. You gain +1RP. While Mounted, you treat your Size Category as being one Size Category larger than normal for the size of entities you can affect with your actions’ effects.

If you score a Critical Hit, your Mount can make an immediate Forceful Bite, Claw, or Kick attack, if this attack hits it automatically counts as a Critical Hit but not an Inspired Event.

In addition, your Mount’s Forceful Bite, Claw, or Kick action increases its damage die to 1d10, and you can expend a Combat Step Die to roll it and increase the Damage Roll of the Mount’s attack by the amount rolled.



School of the Cataphract Step Actions

Warrior Action Card (Combat Step - Variable Step) Break the Line AP Cost: 2AP Requirement: You are Mounted Target: Any number of willing entities you can see within Range, who can understand you and see/hear you Range: 6m | Near Effect: You create an opening for your allies to follow. Your Mount moves up to their Movement speed ignoring the effects of Difficult Terrain. Your Targets may then spend their reaction (1RP), to move a their Movement speed towards you, should they move across any space your Mount travelled as part of this action, they ignore the effects of Difficult Terrain in those spaces. Warrior Reaction Card (Combat Step - Variable Step) Cataphract's Guard RP Cost: 1RP Trigger: In response to you or your Mount receiving damage Cost: 1 Combat Step Die Effect: You and your Mount have been trained in how to reduce the effect of your enemy’s attacks. Reduce the Triggering damage by a roll of your Combat Step Die + your Warrior Level. If the damage is reduced to 0, any additional effects of the attack or tied to it are ignored. Warrior Action Card (Combat Step - Variable Step) Evasive Manoeuvre AP Cost: 1AP Requirement: You are Mounted and not Incapacitated Cost: 1 Combat Step Die Effect: You and your mount focus entirely on avoiding attacks. You and your Mount gain BP equal to a roll of your Combat Step Die + your SB. Until the start of your next Turn, if you or your Mount can see the attacker, you and your Mount gain the following benefits: •Any Attack Rolls made against you have Disadvantage. •You make Agility Tests to resist or avoid damaging effects with Advantage. You both lose the benefit of this action, if either of your Movement speeds drops to 0.	This action is considered the Dodge action for Features and Abilities that would modify the Dodge action. Warrior Action Card (Combat Step - General Step) Mounted Cleave AP Cost: 2AP Requirement:  Wielding a melee Weapon while Mounted Cost: 1 Combat Step Die Range: AoC Effect: You swing your weapon in a wide arc. Each hostile entity within your AoC must make an Agility Test. For the purposes of determining your AoC, your melee Weapons are considered to have the Reach Weapon Property for this action. On a Failed Test: The entity takes damage of your wielded Weapon’s Damage Type, equal to a roll of your Combat Step Die + your Physique + your SB. On a Successful Test: The entity takes half as much damage. Warrior Reaction Card (Combat Step - Variable Step) Protect Mount RP Cost: 1RP Trigger: An Attack Roll is made Targeting your Cataphract’s Mount while you are wielding a Weapon or Shield Cost: 1 Combat Step Die Effect: No one harms your Mount. You can add a roll of your Combat Step Die to the Mount’s HT until the start of your Turn. If the Triggering Attack Hits: The Cataphract’s Mount gains Resistance to the Triggering attack’s damage and if the attacker is within your AoC, you may make a single Weapon Attack against the Triggering entity, adding the result of your Combat Step Die roll to your Damage Roll. Warrior Action Card (Combat Step - Opener Step) Shock Assault AP Cost: 2AP Requirement: You are Mounted Target: A hostile entity you can see within Range Range: Your Mounts Movement speed Effect: You know that sometimes the key to victory is breaking the foe with a cavalry charge. Your Mount moves up to its Movement speed to the Target, then make a single melee Weapon Attack or Unarmed Strike against the Target. After the attack has resolved all hostile entities in your AoC must make a Determination Test, if the entity has the Minion Tag they instead make a Morale Test. If the attack was a Critical Hit, then these Tests are made with Disadvantage. On a Failed Test: The Target gains one Degree of the Frightened condition. If they Fail the Test by 5+: They gain an additional two Degrees of the condition. Warrior Action Card (Combat Step - Variable Step) Trampling Stride AP Cost: 2AP Requirement: You are Mounted Effect: You aim to trample your enemies underfoot. Until the start of your next Turn, your Mounts Walking speed increases by 3m and is Immune to Opportunity Attacks. Your Mount immediately moves up to its Movement speed. If during this movement, your Mount moves within 1m of an entity or object that isn’t being worn or carried, that entity or object takes Force damage equal to a roll of your Combat Step Die, this does not expend a use of your Combat Step Die. An entity or object can take this damage only once per use of this action. Warrior Reaction Card (Combat Step - Variable Step) Stalwart RP Cost: 1RP Prerequisite: Level 7 Requirement: You are not Incapacitated Trigger: You have to make an Endurance Test, which deals half as much damage on a successful Test Effect: You are trained to take your foe’s overwhelming blows and outlast them. The following effects occur to you, and your Cataphract’s Mount if you are Mounted, gain the following modifications to the Endurance Test: On a Failed Test: You take half as much damage as normal and after damage has resolved gain BP equal to half your Warrior Level. On a Successful Test: You take no damage and after immediately gain BP equal to your Warrior Level.


School of the Gunslinger

The School of the Gunslinger focuses on training its warriors to focus on the use of new and experimental weapons known as firearms in combat. These warriors are masters of the creative uses of firearms, to deal with many different kinds of situations.

Called gunslingers, warriors who train in the school are rarely found on the battlefield, as this new technology has yet to be taken up by many traditionally minded leaders. Many gunslingers are instead found as wanderers, some performing for money, while others act as law bringers.

It is recommended for those who take up this school, to have taken the Fighting Style: Marksman Feat.

Skill from the Road

1st Tier Gunslinger Feature

You have learnt a variety of skills from your time travelling. Choose two Skills from Empathy, General Knowledge, Perception, Performance, Survival, and Technology. You Learn the chosen Skills and then can choose one of the listed Skills you have Learnt to Master.

You also gain Training in one Tool of your choice.

You may treat any Fighting Style Feat effects and actions that apply to melee Weapons and melee Weapon Attacks, as applying to your Ranged Weapons and Ranged Weapon Attacks with Weapons from the Firearms Weapon Group. All other restrictions still apply.



Lightning Reflexes

1st Tier Gunslinger Feature

You are quick on the draw. Your Inspired Event Scope increases by 1, and you can add your Skill Bonus to Initiative Tests. You can also in response to an entity performing an aggressive action that would trigger an Initiative Test, use a reaction (1RP) to perform a Combat Step Opener or Variable Action, that costs a maximum of 2AP, with a Firearm, which you may draw as part of the reaction.

The entity performing the aggressive action does not have to be a Target of the action.



Quick Reload

2nd Tier Gunslinger Feature

You are skilled in the art of reloading your weapons. You gain an additional +1RP. When reloading a Firearm with the Loading (X) Weapon Property, you can reload 3 pieces of Ammunition for each AP spent.

In addition, you have Advantage on Trait Tests to resist, avoid, or end the Frightened and Terror conditions.



Return Fire

3rd Tier Gunslinger Feature

You know how to exploit the weaknesses of your foes. You gain two additional Combat Step Dice. Whenever an entity you can see within your Firearm’s Long Range misses you with a ranged Attack Roll, you can use a reaction (1RP) to perform the Basic Attack Combat Step action, against the Triggering entity.



Master Gunslinger

4th Tier Gunslinger Feature

You are the embodiment of a gunslinger. Your Inspired Event Scope for Attack Rolls made with Firearms increases by 1.

If you score a Critical Hit with a Weapon Attack from a Firearm, you regain a use of an expended Combat Step Die, and the Target gains three Degrees of the Burned (Piercing) condition.

Whilst the Target has the Burned (Piercing) condition from this Feature, the Target’s Movement speeds are halved, and they have Disadvantage on Attack Rolls.

The first reaction you perform in an Encounter/Scene costs you 0RP.



School of the Gunslinger Step Actions

Warrior Action Card (Combat Step - Unique General Step) Barrage AP Cost: 3AP Requirement: You are wielding a Firearm with the Loading (X) Weapon Property Cost: 1 Combat Step Die AoE: 3m Cone Effect: When in doubt fill the area with bullets. Each entity within the AoE must make an Agility Test. On a Failed Test: The entity takes damage as if hit by your Weapon, adding your Combat Step Die to the Damage Roll, and they become Suppressed until the start of your next Turn. On a Successful Test: They take half as much damage. This action expends all the Ammunition in your Firearm. Warrior Action Card (Combat Step - Variable Step) Called Shot AP Cost: 2AP Requirement: You are wielding a Firearm Cost: 1 Combat Step Die Effect: You aim to cause the most damage possible. Make a single ranged Weapon Attack, calling a number between 0 and 3. Increase the Critical Failure Scope of this action by double the called number. The Critical Failure Scope of this action cannot be ignored or reduced in any way. On a Hit: The Target takes additional damage equal to a roll of your Combat Step Die, the Combat Step Die can be rolled an additional number of times equal to the number called. Warrior Reaction Card (Combat Step - Variable Step) Counter Shot RP Cost: 1RP Requirement: You are wielding a Firearm Trigger: An entity you can see within Range hits with their ranged Weapon Attack Range: Your ranged Weapon’s Base Range Cost: 1 Combat Step Die Effect: You can shoot projectiles out of the sky. Make a Weapon Attack Roll with your Firearm, if you rolled equal to or higher than the attacker’s Attack Roll, you hit the Triggering Ammunition. On a Hit: The Target of the Triggering Attack makes a Damage Roll as normal, while you roll a Damage Roll of your own, rolling and adding your Combat Step Die roll to your Damage Roll. Reduce the attacker’s Damage Roll by the total of your Damage Roll, if the amount is 0 the Ammunition is shot out of the sky missing its Target. If the amount is greater than 0, the attack proceeds as normal though dealing the reduced amount of damage. Warrior Action Card (Combat Step - Variable Step) Disarming Shot AP Cost: 2AP Requirement: You are wielding a Firearm Cost: 1 Combat Step Die Effect: You hit a target to force an object out of their hands. Make a single ranged Weapon Attack. On a Hit: The Target takes additional damage equal to the roll of your Combat Step Die. They then must make a Physique Test, this is made with Advantage if they are holding an object in two or more hands, or if they are at least one Size Category larger than you. This is made with Disadvantage if you rolled the maximum amount with your Combat Step Die or if they are at least one Size Category smaller than you. On a Failed Test: The Target drops an object in at least one of their hands (you choose which if both hands are holding separate objects), and the dropped object is thrown a distance in metres equal to your Agility Trait.


School of the Marshal

The School of the Marshal focuses on training its warriors to focus on the big picture. Not just focusing on aiding one ally or operating alone. Those who follow this doctrine focus on learning the strengths and weaknesses of their team and aiming to overcome them through drill and cunning.

Called marshals, warriors who train in the school are found leading mercenary bands or small units of soldiers in battle. The most experienced of their number potentially being invited into war councils and other command meetings to offer their invaluable expertise to the discussion.

Leadership Training

1st Tier Marshal Feature

You have been trained in skills useful for both developing your tactics and leadership abilities. Choose two Skills from Animal Handling, Diplomacy, Empathy, General Knowledge, Intimidation, and Survival. You Learn the chosen Skills and then can choose one of the listed Skills you have Learnt to Master.

You also gain Training in one Tool of your choice, and Learn a Language of your choosing.



Leader’s Voice

1st Tier Marshal Feature

You have learnt how to issue commands over the clamour of battle. Once per Turn, when performing a Combat Step Action that would Target one allied entity. You can choose to expend an additional Combat Step Die, to increase the number of Targeted allied entities to be up to or equal to your SB.



Strategic Mindset

2nd Tier Marshal Feature

You have trained to maximise your combat steps. Your Art of Combat Feature changes in the following ways:

  • You gain an additional two Combat Step Dice.

  • You increase the number of Combat Step Actions you know by 3.

  • If the Combat Step Die would roll a result equal to half your SB or under, it is not expended.

In addition, whenever a Combat Step Action you use would restore an entity’s HP, that entity has Advantage on Trait Tests they would make before the start of your next Turn.



Bring It Down!

3rd Tier Marshal Feature

Your art and voice often can centre others, helping them overcome supernatural effects. The first time each Turn, you or an allied entity hits a Target Marked by you with a Weapon Attack or Unarmed Strike, the Target takes extra damage equal to a roll of your Combat Step Die, this does not expend a use of your Step Die.

You gain the Called Mark action.

Warrior Action Card Called Mark AP Cost: 1AP Target: An entity you can see within Range Range: 12m | At Range Effect: The Target gains the Marked [your Character’s name] condition.


Team Spirit

4th Tier Marshal Feature

Your team has bonded enough that you staying in the fight spurs your allies to similar feats. You become Immune to the Charmed, Frightened, and Terror conditions. Whenever you use the Stay in the Fight reaction, all allied entities who can see/hear you within 12m (At Range) of you, gain BP equal to half the HP you restored.

The Leader’s Voice Feature is modified so that you no longer need to spend an additional Combat Step Die for your Combat Step Actions to Target multiple allies.

Whenever you use the Action Surge action, choose a number of allied entities within 6m (Near) of you up to half your SB. Each Target gains +2RP immediately and +2AP on their next Turn.



School of the Marshal Step Actions

Warrior Action Card (Combat Step - Variable Step) Ambush Tactics AP Cost: 2AP Cost: You may expend one Combat Step Die Target: An number of allied entities you can see within Range, who can understand you and see/hear you equal to your SB Range: 6m | Near Duration: 1 Hour Effect: You guide your allies in avoiding detection. For the Duration, you and each allied entity who can see or hear you within your AoC, has Advantage on Stealth Skill Rolls. Empowered Action: If you chose to expend a Combat Step Die, the Duration increases by a number of Hours equal to a roll of your Step Die. Warrior Action Card (Combat Step - General Step) Call to Action AP Cost: 2AP Target: An entity within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your words encourage your allies toward decisive action. The Target can use their reaction (1RP) to immediately take one action other than the Attack action, which costs 2AP. If this action requires the choosing of Targets, you get to select the Targets for the action. Warrior Reaction Card (Combat Step - Variable Step) Counter Manoeuvre RP Cost: 1RP Trigger: A hostile entity enters your AoC Target: A willing entity within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your allies trust your plan to counter the enemy’s own. The Target can move up to half their speed, following a path of your choosing. This movement does not Trigger Opportunity Attacks. Warrior Reaction Card (Combat Step - Variable Step) Hit It Harder! RP Cost: 1RP Trigger: A Target makes a Damage Roll for a Weapon Attack or Unarmed Strike Cost: You may expend one Combat Step Die Target: A willing allied entity you can see within Range, who can see/hear you and understand you Range: 6m | Near Effect: Your words drive your foe to put all their strength into this blow. The Target can reroll their Damage Roll, they must use the higher result. Empowered Action: If you chose to expend a Combat Step Die, the Target can add a roll to your Combat Step Die to their Damage Roll. Warrior Action Card (Combat Step - General Step) Marshal’s Rally AP Cost: 2AP Cost: 1 Use of the Stay in the Fight reaction Target: A number of allied entities you can see within Range, who can understand you and see/hear you equal to your SB Range: 12m | At Range Effect: Your drive encourages others to stand strong. The Target recovers HP equal to your 1d10 + Warrior Level. If the HP restored would place their current HP above their Hit Point Maximum, the Target recovers HP to their Hit Point Maximum, then any remaining HP to be recovered is converted to BP. Warrior Action Card (Combat Step - General Step) Planned Manoeuvre AP Cost: 1AP Target: An entity within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your allies trust you to plan for them a route to victory. The Target can use their reaction (1RP) to move up to half their speed, following a path of your choosing. Warrior Action Card (Combat Step - Variable Step) Press the Advance AP Cost: 2AP Cost: You may expend one Combat Step Die Target: Any number of willing entities you can see within Range, who can understand you and see/hear you Range: 6m | Near Effect: You know moving as a team is the best option for exploiting an opening. You may move up to double your Movement speed, after which your Movement speed becomes 0 until the start of your next Turn. Your Targets may then use their reaction (1RP), to perform the same action. You then may perform a single Weapon Attack or Unarmed Strike. Empowered Action: If you chose to expend a Combat Step Die and the attack hits, you can increase the Damage Roll by a roll of your Combat Step Die. Warrior Action Card (Combat Step - General Step) Push Onwards AP Cost: 1AP Cost: You may expend one Combat Step Die Target: An entity within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your insights push others to go beyond their limits. The Target has 1 more AP than normal on their next Turn. If the Target uses that AP they must make an Endurance Test. On a Failed Test: The Target gains one Degree of Exhaustion. Empowered Action: If you chose to expend a Combat Step Die, Endurance Tests made due to this action are made with Advantage. Warrior Action Card (Combat Step - General Step) Regroup AP Cost: 2AP Cost: 1 Combat Step Die Target: Any number of willing entities you can see within Range, who can understand you and see/hear you Range: 6m | Near Effect: Sometimes you need to regroup for the next step of the plan. Each Target may spend their reaction (1RP), to move a number of metres equal to the roll of your  Combat Step Die towards you (minimum of 3m). This movement does not provoke Opportunity Attacks. Warrior Action Card (Combat Step - General Step) Strike Them Down! AP Cost: 2AP Target: An entity within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your words encourage your allies toward violence. The Target can use their reaction (1RP) to immediately take the Attack action. You choose the Target(s) for the action. Warrior Reaction Card (Combat Step - General Step) Take the Initiative RP Cost: 1RP Trigger: You reduce a hostile entity to 0HP or a hostile entity within your AoC is reduced to 0HP Cost: You may expend one Combat Step Die Target: A number of allied entities within Range, who can understand you and see/hear you, up to your SB Range: 6m | Near Effect: Your success drives others to action. The Target can use a reaction (1RP), to either move up to half their Movement speed or make a single Weapon Attack or Unarmed Strike. Empowered Action: If you chose to expend a Combat Step Die, the Target can add a roll to your Combat Step Die to their Damage Roll and their Movement does not Trigger Opportunity Attacks. Warrior Reaction Card (Combat Step - Variable Step) Try Again! RP Cost: 1RP Trigger: A Target fails an Attack Roll for a Weapon Attack or Unarmed Strike Cost: You may expend one Combat Step Die Target: A willing allied entity you can see within Range, who can see/hear you and understand you Range: 6m | Near Effect: Your words drive your foe to try to strike again. The Target can reroll their Attack Roll, they must use the result of the new roll. Empowered Action: If you chose to expend a Combat Step Die, the Target can add a roll to your Combat Step Die to their Attack Roll.


School of the Psiknight

The School of the Psiknight focuses on training its warriors to channel their psionic potential into minor feats to aid them in combat. They are not true psions and their powers are far more temperamental, leading to this school acting as a minor psionic order for those who use their uncontrollable powers to modify their martial talents.

Called psiknight, warriors who train in the school are rarely found in sufficient numbers for groups to form, instead many who are sufficiently trained will wander the world, looking for others in need of training. As those untrained in the use of their psionic powers run the risk of catastrophic damage from a loose thought or emotional outburst, potentially causing harm or worse to not only the psionic individual but to those closest to them. Leading to psikight bands comprising of a mentor and one or two students.

Trained Psion

1st Tier Psiknight Feature

You have been trained in skills useful for the road and psionics. Choose two Skills from Cosmology, Empathy, Focus, Magical Lore, Nature, Perception, and Survival. You Learn the chosen Skills and then can choose one of the listed Skills you have Learnt to Master.

You gain the Spellcaster and Psionics Class Tags, and Learn the Psiblade Form 1 - Determination Combat Step Action.



Psionics

1st Tier Psiknight Feature

Your training builds upon your innate talents in channelling your psionic powers. See the Magic Chapter for the general rules of spellcasting, psionics, and for the Psionic Power List.

Power List: Psionic

Manifesting Trait: Your Knowledge

Power TG: 8 + your SB + your Manifesting Trait

Power Attack Modifier: Your SB + your Manifesting Trait

The following exceptions to the rules presented in the Magic Chapter are as follows:

Preparing Powers

The number of powers you can Prepare equals Manifesting Trait + half your Warrior Level (minimum of 1).

You may Prepare powers from the Psionic Power List, though you treat all powers with the Biomancy and/or Telekinesis Power Tags, with the exception of Azure Form powers, as being part of the Psionic Power List for you.

Psi Point Generation

You do not start with a fixed number of Psi Points, instead at any point during your Turn you can expend and roll a Combat Step Die.

The result of your Combat Step Die + your SB is how many Psi Points you have to use until the start of your next Turn.

At which point, you gain BP equal to the amount of Psi Points you have left, once you have gained the BP the Psi Points are lost.

Amplified Talents

Whenever you manifest a Talent with the Biomancy and/or Telekinesis Power Tags using the Manifest Combat Step Action, if you have performed at least 3 Combo Step Actions during the current Combat Step Flow, you may use their Amplified ability.

Psionic Steps

Your psionics enhances your combat step actions. You may use Knowledge instead of Physique for calculating your Combat Step TG.

You may instead of expending a Combat Step Die for a Combat Step Action, choose to expend 3 Psi Points to fulfil the Cost.

Psionics Table

Your Psi Limit and Talents Known are as follows:

Level Talents Known Psi Limit
1st 2 1
2nd 2 1
3rd 2 1
4th 2 1
5th 2 2
6th 2 2
7th 2 2
8th 2 2
9th 3 3
10th 3 3
11th 3 3
12th 3 3
13th 3 4
14th 3 4
15th 4 4
16th 4 4
17th 4 5
18th 4 5
19th 4 5
20th 4 5


Psionic Recovery

2nd Tier Psiknight Feature

You have learnt how best to keep going further than normal. You gain Psychic Resistance, and an additional Combat Step Die. When you would gain a Scar Concept you immediatley gain Psi Points dependent on the Severity of Scar Concept gained, for Mild Scar Concepts you gain Psi Points equal to half your SB, for Moderate Scar Concepts you gain Psi Points equal to your SB, and for Severe Scar Concepts you gain Psi Points equal to double your SB. These Psi Points are lost at the end of your next Turn.

In addition, you gain the Psionic Recovery action.

Warrior Action Card Psionic Recovery AP Cost: 1AP Effect: You channel your psionics to keep up your martial power. You recover one Combat Step Die.

You may perform this action a number of times up to half your Skill Bonus, replenishing expended uses upon completing a Short or Long Rest.



Power From Pain

3rd Tier Psiknight Feature

You have learnt to channel your pain to strengthen your powers. So long as you have the Bloodied condition, you have Advantage on Power Attack Rolls, and Targets have Disadvantage on Trait Tests to resist or avoid your powers.

So long as you have the Desperation condition, all effects that generate you Psi Points or replenish Combat Step Die, double the amount of Psi Points generated and Combat Step Die restored, and your Manifest Combat Step Action does not increase its AP cost for repeated uses during a Turn.

You gain two additional Combat Step Dice, and increase the number of Combat Step Actions you know by 2.



True Awakening

4th Tier Psiknight Feature

What few realise is that those who tread down this school do not gain their powers from the Thoughweb but instead gained their powers due to exposure to the powers of the Outside. You gain the following benefits:

  • You gain the Outside-Touched Template and one additional Template Feature from it. If you already have this Template instead gain two Outside-Touched Template Features.

  • You count as one Size Category larger when determining your Reach.

  • Your Psyhic Bleed damage does not ignore BP. At the start of each of your Turns, you generate Psi Points equal to your Degrees of Psychic Bleed, these are lost at the start of your next Turn.

  • If you roll a 1 or a 2 on your Combat Step Die for determining how many Psi Points you generate in a Turn; you can choose to reroll the die. However, you must use the new result.

  • When you would gain a Scar Concept, until the end of your next Turn, you gain an Mutation Bonus to your HT based on the Severity of Scar Concept gained; Mild Scar Concept = +1 Bonus, Moderate Scar Concept = +3 Bonus, and a Severe Scar Concept = +5 Bonus.



School of the Psiknight Step Actions

Warrior Action/Reaction Card (Combat Step - Variable Step) Manifest AP/RP Cost: Varies Effect: You manifest a psionic power. You manifest a psionic power as per the Manifest action. This action is counted as the Manifest action for Features and abilities that would modify the Manifest action. Warrior Action Card (Combat Step - Variable Step) Manifest Weapon AP Cost: 1AP Cost: 1 Combat Step Die Duration: A number of Hours equal to a roll of your Combat Step Die Effect: You manifest a weapon to aid you in battle. You manifest any Weapon you are Trained in the use of. This Weapon lasts for the Duration or until you dismiss it as part of an action (0AP). The Weapon can use Knowledge instead of Physique/Agility for Attack and Damage Rolls, and it deals Necrotic, Psychic, or Radiant damage instead of the Weapon's normal Damage Type (chosen when manifesting the Weapon). Once per Turn, when you hit a Target with this Weapon, add your Combat Step Die to this Weapon’s Damage Roll. The Weapon emits light causing a 3m Radius area around you to be considered Well-Lit and the area an additional 3m Radius beyond that is considered Dimly Lit. You can choose what colour the light is when you manifest the Weapon. Warrior Action Card (Combat Step - General Step) Mind’s Eye Stance AP Cost: 1AP Effect: You reach out to sense the minds of those around you. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You gain Blindsight out to 6m. •You may use Knowledge instead of Intuition for Trait Tests made as part of the Seek action. •You gain a Focus Bonus to Concentration Tests equal to your Knowledge. Warrior Action Card (Combat Step - General Step) Phase Strike AP Cost: 2AP Cost: 1 Combat Step Die Effect: Your strikes phase through the enemy’s defences. Make a single Weapon Attack or Unarmed Strike. The Attack Roll ignores all Bonuses to the Target’s HT. On a Hit: Add your Combat Step Die to the Damage Roll and the Damage Type becomes Psychic damage. Warrior Action Card (Combat Step - Variable Step) Psiblade Form 1 - Determination AP Cost: 1AP Effect: This is the basic form all Psiknights learn when they begin their training. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You gain a Shield Bonus to your HT equal to your Knowledge (minimum of +1). •You have Advantage on Trait Tests to resist or avoid being knocked Prone, pushed, pulled, or otherwise unwillingly moved. •Your movement does not provoke Opportunity Attacks. •You may expend a Combat Step Die when making a Determination Test to resist or avoid a harmful effect, the Test automatically succeeds, and this Stance ends. Warrior Action Card (Combat Step - Variable Step) Psiblade Form 2 - Contention AP Cost: 1AP Effect: This is the form is taken by Psiknights who wish to focus their studies on duelling their opponents in single combat. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You may use treat all Weapons as having the Finesse Weapon Property and may perform Opportunity Attacks once per Round for 0RP. •You have Advantage on all melee Weapon Attack and Unarmed Strike Attack Rolls. •You have +1 RP which may only be used to perform Opportunity Attacks or Combat Step Actions. •You may expend a Combat Step Die when an Attack Roll is declared against you from an entity within your AoC. You gain a Focus Bonus to your HT until the start of your next Turn, equal to the roll of your Combat Step  Die and this Stance ends. Warrior Action Card (Combat Step - Variable Step) Psiblade Form 3 - Resilience AP Cost: 1AP Effect: This is the form is taken by Psiknights who wish to focus their studies on preventing ranged attacks. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You are treated as being in Half Cover from Ranged Attack Rolls. •If you perform the Slot Shot Combat Step Action, and the Attack Roll still hits, you may roll the Combat Step Die twice gaining a Damage Reduction to the Triggering attack equal to the total of the roll. •You have +1 RP which may only be used to perform the Slot Shot Combat Step Action. You must have Learnt this action to be able to use it. If the Triggering Attack Roll is reduced to 0 with this reaction, you do not need to expend a Combat Step Die to redirect the attack. •You may expend a Combat Step Die when performing the Slot Shot Combat Step Action. You automatically reduce the Attack Roll to 0 and are considered to have expended a Combat Step Die for the redirected attack, once the Combat Step Action has resolved and this Stance ends. Warrior Action Card (Combat Step - Variable Step) Psiblade Form 4 - Aggression AP Cost: 1AP Effect: This is the form is taken by Psiknights who wish to focus striking from multiple angles at their foes to keep them on the back foot. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You may use treat all Weapons as having the Finesse Weapon Property. •Whenever you deal damage to an opponent with a melee Weapon Attack or Unarmed Strike you may immediately move up to half your Walking speed •You have Advantage on Acrobatics Skill Rolls. •On your Turn, you may for 2AP expend a Combat Step Die. You may make a single melee Weapon Attack or Unarmed Strike against each hostile entity within your AoC. Adding a roll of your Combat Step Die to the Damage Roll of any hits. Once this action has resolved this Stance ends. Warrior Action Card (Combat Step - Variable Step) Psiblade Form 5 - Perseverance AP Cost: 1AP Effect: This is the form is taken by Psiknights who wish to focus on counterattacking and exploiting their enemies’ openings. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •At the start of each of your Turns, you may choose to either gain a +2 Shield Bonus to HT or a +2 Focus Bonus to your melee Attack Rolls. This Bonus last until the Stance ends or you choose a different result. •In response to an opponent within your AoC missing you with an Attack Roll, you may use your reaction (1RP) to make a single melee Weapon Attack or Unarmed Strike against the Triggering Target. •If you perform the Slow Shot Combat Step Action, even if you do not reduce the Attack Roll to 0, you may expend a Combat Step Die to make a ranged attack against a Target, however the damage dealt is halved, and the attack may still hit you. If you do reduce the Attack Roll to 0, you have Advantage on the ranged Attack Roll. •In response to an attack from a Target within your AoC hitting you, you may use your reaction (1RP) and expend a Combat Step Die. You may make a single melee Weapon Attack or Unarmed Strike against the Triggering Target with Advantage. Adding a roll of your Combat Step Die to the Damage Roll on a hit. Once this reaction has resolved this Stance ends. Warrior Action Card (Combat Step - Variable Step) Psiblade Form 6 - Moderation AP Cost: 1AP Effect: This is the form is taken by Psiknight who wish to focus on a balanced approach, not just between offence and defence, but with the physical and the immaterial. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •Your Inspired Event Scope increases by 1. •You gain a +1 Focus Bonus to HT and a +1 Focus Bonus to Attack Rolls. •You have Advantage on Acrobatics and Focus Skill Rolls to resist, avoid, or end harmful effects. •When manifesting a power or performing a Combat Step Action, you may expend a Combat Step Die. You gain Advantage on Attack Rolls made as part of the power or Step Action and grant the Target Disadvantage on Trait Tests to resist or avoid the effects of the power or Step Action. Should it deal damage you also add a roll of your Combat Step Die to the Damage Roll. Once the power or Combat Step Action has resolved this Stance ends. Warrior Action Card (Combat Step - Variable Step) Psiblade Form 7 - Ferocity AP Cost: 1AP Effect: This is the form is taken by Psiknights who wish to focus on strengthening their blows with raw emotion and power. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •Your Critical Hit Scope Increases by 2. •You may during your Turn, grant yourself Advantage on all Attack Rolls made until the start of your next Turn, however for the same Duration all Attack Rolls against you are made with Advantage. Your Attacks that hit whilst this is occurring add two rolls of your Combat Step Die to their Damage Rolls. •You have Advantage on Determination Tests, bar Attack Rolls. •In response to an attack from a Target within your AoC hitting you, you may use your reaction (1RP) and expend a Combat Step Die. You may make a single melee Weapon Attack or Unarmed Strike against the Triggering Target with both the Critical Hit and Critical Failure Scope increased by 2. Adding a roll of your Combat Step Die to the Damage Roll on a hit. Once this reaction has resolved this Stance ends. Warrior Action Card (Combat Step - Variable Step) Psionic Purge AP Cost: 2AP Cost: You may expend one Combat Step Die Effect: You use your psionic power to purge the body and mind of harmful effects. You may immediately for each of the listed conditions, make a Trait Test to reduce the Degrees of the condition by 1, or remove the condition if it does not have Degrees of Severity. If the condition does not have a Trait Test to end its effect, you may instead repeat the Trait Test that gave you the condition to apply the above effect. If the condition has neither of these options it is unaffected. The conditions that can be affected are: •Charmed •Confused •Dazed •Frighted •Exhaustion •Poisoned •Sap •Slowed •Terror Empowered Action: If you chose to expend a Combat Step Die, you instead may immediately choose a number of conditions equal to half your SB,, to reduce your Degrees by up to two, or end it if it has no Degrees. Warrior Reaction Card (Combat Step - Variable Step) Psionic Reflexes RP Cost: 1RP Trigger: You are making an Agility Test to resist or avoid an effect, before rolling for the Test Cost: You may expend one Combat Step Die Effect: You have trained such that your body will react with the slightest psychic vibrations before you consciously know to act. You, instead of making an Agility Test, make a Knowledge (Acrobatics) Test. Empowered Action: If you chose to expend a Combat Step Die, you can add your Combat Step Die to the Knowledge Test. Warrior Reaction Card (Combat Step - Variable Step) Slow Shot RP Cost: 1RP Trigger: A Ranged Attack Roll is made against you or an ally you can see within Range Cost: 1 Combat Step Die Range: 6m | Near Effect: You have trained to slow and redirecting the blows of attackers away from you. You attempt to slow the attack, reducing the Attack Roll by a roll of your Combat Step Die + your Knowledge. If you reduce the Attack Roll to 0, you may expend another Combat Step Die to make a Ranged Power Attack Roll with the Triggering attack, against a Target you can see within 12m (At Range) of you. On Hit: The Triggering attack whatever it may be, resolves against the new Target, adding your Combat Step Die to any Damage Roll made as part of it. Warrior Action Card (Combat Step - General Step) Throw Weapon AP Cost: 1AP Requirement: Wielding a melee Weapon made by the Manifest Weapon action Cost: You may expend one Combat Step Die Target: A hostile entity you can see within Range Range: 6m | Near Effect: You use your psionic power to throw your manifested weapon at a foe. Make a ranged Weapon Attack with your Manifested Weapon against the Target as if it had the Thrown Weapon Property. Once the attack has resolved your Manifested Weapon reappears in your hand. Empowered Action: If you expended your Combat Step Die, add your Combat Step Die + your Knowledge to the Damage Roll. The Target after taking damage must make a Physique Test. On a Failed Test: The Target is knocked Prone. Warrior Action Card (Combat Step - Variable Step) Warp the Body AP Cost: 2AP Cost: 1 Combat Step Die Effect: You channel your psionic potential into your form. Roll your Combat Step Die and select one of the following effects to gain the benefit of, until the start of your next Turn: •You modify your body, altering your appendages or maybe growing new ones. Increase your Walking speed or another Movement speed you currently have, or gain a new Movement speed equal to the result rolled on your Combat Step Die x 2 (to a maximum of 20m). •You modify yourself to reduce the effectiveness of enemy attack such as growing a thickened hide, or your skin becomes covered in slime. You can reduce the damage you take from attacks by an amount equal to the result of your Combat Step Die roll, this reduction occurs after effects like Resistances or Vulnerabilities have been applied. •You modify your body to deal with a hostile environment. You can choose to either gain Nightvision to a distance in metres equal to your Combat Step Die roll, or you can gain either Cold Resistance, Fire Resistance, or the ability to breathe underwater.


School of the Queen’s Guard

The School of the Queen’s Guard focuses on closing the distance with ranged attackers and protecting their allies. This school was founded by an order who swore to protect their queen no matter the cost, the style eventually left the nation to spread across the world. These warriors are masters of the gunblade, allowing them to be comfortable fighting at a distance and up close.

Called guardians, warriors who train in the school are found both amid the battlefield harrying the lines of enemy fusiliers, but also as bodyguards to nobles and royalty they are sworn to serve.

Hard Won Knowledge

1st Tier Guardian Feature

You have been trained in skills useful for both protecting others and in combat. Choose two Skills from Diplomacy, Empathy, Medicine, Perception, Survival, and Technology. You Learn the chosen Skills and then can choose one of the listed Skills you have Learnt to Master.



Guardian’s Arm

1st Tier Guardian Feature

You are quick on the defence. You can add your Skill Bonus to Initiative Tests, and gain the Charge Rounds action.

Warrior Action Card Charge Rounds AP Cost: 1AP Effect: You change the charge of your Gunblade. Choose between one of the following Damage Types, Cold, Fire, Force, Lightning, Thunder, or Vorpal damage. Whenever you roll a Combat Step Die, the Gunblade and Combat Step Die deal damage of the chosen Damage Type. This charge remains until you reload the Gunblade.


Sworn Protector

1st Tier Guardian Feature

You swear to protect your charge. You can perform the Fighter’s Mark action with the following alterations:

  • When Targeting an allied entity with this action, instead of applying the Marked condition, you can instead apply a unique condition called Sworn to Protect.
  • The Sworn to Protect condition lasts until you apply it to another Target, or until you complete a Short or Long Rest.
  • An entity with the Sworn to Protect condition, is unaffected by the Explosive Weapon Property if your Gunblade, and gains any benefits from Features that would affect an allied entity Marked by you.


Quick Change

2nd Tier Guardian Feature

You are skilled at merging the flow of your actions one into another. When you successfully hit with a melee attack from your Gunblade, you can immediately reload your Gunblade if it has the Loading Weapon Property or up to six rounds of the Gunblade if it has Loading (X) Weapon Property, this reloading if taken immediately costs 0AP.

If you hit with a ranged attack using your Gunblade, you can perform the Charge Rounds action for 0AP immediately after it.

The Charge Rounds action can be performed multiple times in a Turn, when they are 0AP due to this Feature, without increasing their AP cost for multiple uses in a Turn.



Constant Momentum

3rd Tier Guardian Feature

You know how to maintain your momentum in battle. When an entity Marked by you is reduced to 0HP, you regain the use of one expended Combat Step Die.

At the end of an Encounter/Scene in which you and an entity with your Sworn to Protect condition were involved in a combat. If the entity you had given the Sworn to Protect condition had not received any Degrees of the Wounded condition, you replenish a number of expended uses of your Combat Step Dice equal to half the number of Rounds of the Encounter (minimum of 2).

The Charge Rounds action changes to add Necrotic and Radiant damage to the list of Damage Types you can choose between.



Superbolide

4th Tier Guardian Feature

You can keep fighting past near lethal damage. When you score an Inspired Event, you may remove one Mild Scar Concept or reduce a Moderate to a Mild Scar Concept.

When you score an Overwhelming Blow with your Gunblade, the X value of the Explosive Weapon Property is doubled, whereas if your score a Critical Hit with the Gunblade, the value of X is tripled.

You can choose for any number of entities to be unaffected by the Explosive Weapon Property of your Gunblade.

You gain the Arcane Burst reaction.

Warrior Reaction Card Arcane Burst RP Cost: 1RP Trigger: You receive damage Effect: You unleash a bolt of arcane potential, making you Immune to all damage, including the Triggering damage, until the end of your next Turn. Your HP is then set to 1 HP.

Once you have used this reaction, you cannot do so again until you have completed a Short or Long Rest.



School of the Queen’s Guard Step Actions

Warrior Reaction Card (Combat Step - Variable Step) Absorb the Blow RP Cost: 1RP Trigger: An entity you have Sworn to Protect, that you can see within Range, receives damage Cost: 1 Combat Step Die Range: 6m | Near Effect: You give your life for another. You negate all the damage dealt to the Triggering ally, receiving all the negated damage yourself. You then regain HP equal to a roll of your Combat Step Die. Warrior Action Card (Combat Step - General Step) Burst Strike AP Cost: 1AP Requirement: You are wielding a Gunblade Cost: 1 Combat Step Die Effect: You channel your charge into an explosive blast. Make a single melee Weapon Attack with your Gunblade. On a Hit: Add two rolls of your Combat Step Die to the Damage Roll. This action expends one piece of this Weapon’s Ammunition. Warrior Reaction Card (Combat Step - Variable Step) Charge Shield RP Cost: 1RP Requirement: You are wielding a Gunblade under the effects of the Charge Rounds action Trigger: You receive damage Effect: You channel your charge into a defensive shield. Until the end of your next Turn, you gain Resistance to the Damage Type you currently have charged the Ammunition of your Gunblade with. The effects of the Charge Rounds action immediately ends. This action expends one piece of this Weapon’s Ammunition. Warrior Action Card (Combat Step - General Step) Fated Circle AP Cost: 2AP Requirement: You are wielding a Gunblade Cost: 1 Combat Step Die Effect: You channel your charge to sweep your blade in a fiery sweep. Make a single melee Weapon Attack against a number of unique Targets within your AoC, up to or equal to your SB. On a Hit (First Target): The damage resolves normally, adding your Combat Step Die to the Damage Roll. On a Hit (All Other Targets): They only take the damage from a roll of the Combat Step Die. This action expends one piece of this Weapon’s Ammunition. If the Ammunition has not been Charged with the Charge Rounds action, this attack deals Fire damage. Warrior Action Card (Combat Step - Variable Step) Heart of the Lion AP Cost: 2AP Requirement: You are wielding a Gunblade Cost: 1 Combat Step Die Effect: You channel your charge to reinforce your defences. You gain an amount of BP equal to double the roll of your Combat Step Die. If an entity with your Sworn to Protect condition is within 6m (Near) of you, and you can see them, they gain half as much BP. When you or an entity you are Sworn to Protect, has their last point of BP granted by this action removed by damage, roll your Combat Step Die, then the whichever of you lost that BP, regains HP equal to double the roll of your Combat Step Die. This action expends one piece of this Weapon’s Ammunition. Warrior Action Card (Combat Step - General Step) Noble Heart AP Cost: 1AP Cost: 1 Combat Step Die Target: You or an entity you can see within Range with your Sworn to Protect condition Range: 6m | Near Effect: You channel your charge aid shield your ward. The Target gains BP equal to a roll of your Combat Step Die. Whilst the Target has this BP remaining, they have Resistance to damage from spells and rites, and Reduction 5 against damage from Weapons, Natural Weapons, and Unarmed Strikes. This action expends one piece of this Weapon’s Ammunition. Warrior Action Card (Combat Step - General Step) Sonic Break AP Cost: 1AP Requirement: You are wielding a Gunblade Cost: 1 Combat Step Die Effect: You channel your charge into generating a sonic boom that causes continuous damage to the target. Make single melee Weapon Attack. On a Hit: Add your Combat Step Die to the Damage Roll. The Target then gains two Degrees of the Burned (Thunder) condition, replacing the normal damage die for the Burned (Thunder) condition with your Combat Step Die. This action expends one piece of this Weapon’s Ammunition. Warrior Action Card (Combat Step - Unique General Step) Double Down AP Cost: 2AP Prerequisite: Level 6 Requirement: You are wielding a Gunblade Cost: 1 Combat Step Die Effect: You channel your charge to sweep your blade in a large sweep. Make a single melee Weapon Attack against a number of unique Targets within double your AoC. On a Hit (First Target): The Target takes the normal amount of damage plus two rolls of your Combat Step Die. On a Hit (All Other Targets): They only take the damage from two rolls of your Combat Step Die. This action expends two pieces of this Weapon’s Ammunition.


School of the Spellblade

The School of the Spellblade focuses on training its warriors to channel their arcane potential into minor feats to aid them in combat. They either have chosen not to study the arcane art to the same level as a loremaster or arcanist, or it may be the student doesn’t have the arcane potential to be able to manifest such ability. No matter the reason those from this school have focused instead on using their magic to augment their combat abilities to great effect.

Called spellblades, warriors who train in the school can be found as elite units on the battlefield or in the employ of nobles or royalty as specialist guards. Spellblades may also be found in magic focused organisations as security or providing protection for its members.

Arcane Training

1st Tier Spellblade Feature

You have been trained in skills useful for the road and psionics. Choose two Skills from Cosmology, Empathy, Focus, Investigation, Magical Lore, and Perception. You Learn the chosen Skills and then can choose one of the listed Skills you have Learnt to Master.

You gain the Spellcaster and Cosmic Magic Class Tags.



Spellblade

1st Tier Spellblade Feature

You funnel your magic into this weapon making it an extension of you being. When you complete a Short or Long Rest, you can select a Simple or Martial melee Weapon you are Trained in the use of. This Weapon until you change your choice becomes your Spellblade. Spellblade’s gain the following additional abilities:

  • You can choose to use your Knowledge Trait for Attack and Damage Rolls with this Weapon, and to calculate your Combat Step TG.

  • The Weapon cannot be removed from your grasp unless you are Incapacitated.

  • A Spellblade is considered a Magical Weapon for overcoming Damage Reductions, Resistances, and Immunities to Non-Magical Weapons.

  • If you apply the Cosmic Blade Cantrip to your Spellblade, you can replace the Weapon’s Damage Type to match the Damage Type chosen for the Cantrip.

  • You can infuse this Weapon with a Cantrip that requires an Attack Roll, reducing the AP cost of casting the Cantrip by 1 AP (to a minimum of 1 AP).

    The Cantrip becomes stored in the Spellblade until you successfully hit with the Spellblade as part of a Weapon Attack. The Weapon deals its normal damage, though you can choose to replace its Weapon’s Damage Type with that dealt by the Cantrip.

    The Cantrip will simultaneously hit the Target, resolving as if you had made a successful Attack Roll during its casting.

    A Spellblade can only be infused with one Cantrip at a time, if you infuse it with a second Cantrip the first is lost.

If the Weapon you choose is applicable for Two-Weapon Fighting, you can select during the Rest to instead select two Weapons, so long as they both meet the requirements for Two-Weapon Fighting, to be your Spellblades. If you do this both Spellblades are considered a Weapon Group. A Weapon Group means it only counts as one Use Item interaction to Draw or Sheath both Weapons at once.



Spellcasting

1st Tier Spellblade Feature

Your training builds upon your innate talents in channelling cosmic magic for your spellcasting. See the Magic Chapter for the general rules of spellcasting and for the Cosmic Spell List.

Spell List: Cosmic

Spellcasting Trait: Your Knowledge

Spell TG: 8 + your SB + your Spellcasting Trait

Spell Attack Modifier: Your SB + your Spellcasting Trait

Spellcasting Focus: Melee Weapons

The following exceptions to the rules presented in the Magic Chapter are as follows:

Preparing Powers

The number of spells you can Prepare equals Spellcasting Trait + half your Warrior Level (minimum of 1).

You may Prepare spells from the Cosmic Spell List, though you treat all spells from the Abjuration and Protection Spell Schools as being part of the Cosmic Spell List for you.

Spellcasting Table

Your Spell Slots and Cantrips Known are as follows:

Spell Slots per Spell Circle
Level Cantrips 1st 2nd 3rd 4th
1st 2 2 - - -
2nd 2 2 - - -
3rd 2 2 - - -
4th 2 3 - - -
5th 2 3 - - -
6th 2 3 - - -
7th 2 4 2 - -
8th 2 4 2 - -
9th 2 4 2 - -
10th 3 4 3 - -
11th 3 4 3 - -
12th 3 4 3 - -
13th 3 4 3 2 -
14th 3 4 3 2 -
15th 3 4 3 2 -
16th 3 4 3 3 -
17th 3 4 3 3 -
18th 3 4 3 3 -
19th 3 4 3 3 1
20th 3 4 3 3 1


Spellblade Smite

2nd Tier Spellblade Feature

You have learnt to enhance your attack with your magic. Your Spellblade increases any Magic Bonus to Attack and Damage Rolls by 1.

Once per Turn, upon hitting a Target with your Spellblade, you may expend one unexpended Spell Slot. If you do so, add a number of rolls of your Combat Step Die to the Damage Roll, equal to the Circle of the expended Spell Slot, this does not expend any uses of the Combat Step Dice.

After damage has resolved the Target, so long as they are no more than one Size Category larger than you (maximum Gargantaun), must make a Physique Test against your Spell TG. If the Spellblade has the Force Weapon Focus Property, the Target makes the Physique Test with Disadvantage and this can affect a Target no more than two Size Categories larger than you (maximum Gargantaun).

Failed Test: The Target is knocked Prone.



Arcane Mobility

3rd Tier Spellblade Feature

Mobility is important for survival on the battlefield. When you hit a Target with a Weapon Attack made using your Spellblade, until the start of your next Turn, the Target has Disadvantage on Trait Tests made to resist, avoid, or end the effects of your spells.

You gain the Arcane Janut action.

Warrior Action Card Arcane Jaunt AP Cost: 0AP Requirement: An Opener or Variable Combat Step Action, or a Critical Hit has resolved Target: An unoccupied point you can see within Range Range: 6m | Near Effect: You Teleport to the Target location.

You may use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.



Spellblade Mastery

4th Tier Spellblade Feature

You have mastered the use of your spellblade. The AP cost increase for using the Cast action multiple times in a Turn, does not count the uses of the action to infuse a spell into your Spellblade. Using the Cast Combat Step Action, to infuse a spell into your Spellblade, also ignores the AP cost increase for using the action multiple times in the same Turn.

You can now infuse your Spellblade with a spell of 4th-Circle or lower that requires an Attack Roll, this acts the same way as with Cantrips per the Spellblade Feature.



School of the Spellblade Step Actions

Warrior Action Card (Combat Step - Opener Step) Blazing Charge AP Cost: 2AP Requirement: You are wielding your Spellblade Cost: 1 Combat Step Die Target: An unoccupied space you can see within Range Range: 12m | At Range Effect: You strike the opening blow channelling your arcane potential into the strike. When you use this action choose between Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant, Thunder, or Vorpal damage. You teleport to the Target, and can make a single Weapon Attack with your Spellblade from that position. On a Hit: Add the chosen Damage Type to that dealt by the Damage Roll, and add your Combat Step Die to the Damage Roll. Once damage has resolved, choose one Damage Type dealt by the Damage Roll. The Target gains a number of Degrees of the Burned (chosen Damage Type) condition equal to your SB. Warrior Action Card (Combat Step - Variable Step) Break Their Focus AP Cost: 2AP Requirement: You are wielding your Spellblade Cost: 1 Combat Step Die Effect: You strike to break your opponent’s focus. Make a single Weapon Attack with your Spellblade. On a Hit: Add your Combat Step Die to the Damage Roll. If the Target is a Spellcaster, they have Disadvantage on their Concentration Test from this attack. After damage is resolved the Target has Disadvantage on the next Trait Test, they make to resist or avoid the effects of your spells. Warrior Action Card (Combat Step - Variable Step) Cast AP/RP Cost: Varies Effect: You cast a spell. You cast a spell per the Cast action. This action is counted as the Cast action for Features and abilities that would modify the Cast action. Warrior Reaction Card (Combat Step - Variable Step) Defensive Transposition RP Cost: 1RP Trigger: An allied entity, you can see within Range, is hit by an Attack Roll Cost: 1 Combat Step Die Target: An entity you can see within Range Range: 6m | Near Effect: You swap two entities positions to protect an ally from a blow. The Target if they are not willing, must make a Knowledge Test. On a Failed Test or if Target is Willing: The Target and Triggering ally teleport to swap places with each other, with the Target being hit by the Attack Roll. On a Successful Test: The Triggering attack resolves normally. Warrior Action Card (Combat Step - Finisher Step) Dispelling Strike AP Cost: 2AP Requirement: You are wielding your Spellblade Cost: 1 Combat Step Die Effect: Your strikes break your opponent’s magic. Make a single Weapon Attack or Unarmed Strike with your Spellblade. Finisher Effect: Add your Combat Step Die to the Damage Roll. If the Target is affected by a spell whose spell Circle is equal to or less than your Dispel Level then it is Dispelled. If the Spell’s Circle is greater than your Dispel Level then it is Dispelled if you succeed a Knowledge (Focus) Test, whose TG equals 10 + the Target spell’s Circle. If the Target has multiple spells affecting them you can choose which is the Target of this effect. For this effect, your Dispel Level equals the number of Combat Step Actions performed in the current Flow prior to this one. The Dispel Level cannot be greater than your SB. Warrior Action Card (Combat Step - Unique General Step) Dozing Strike AP Cost: 2AP Requirement: You are wielding your Spellblade Cost: 1 Combat Step Die Effect: Your magic forces a target to sleep. Make a single Weapon Attack or Unarmed Strike with your Spellblade. On a Hit: Add your Combat Step Die to the Damage Roll. The Target must then make an Intuition Test, this is made at Disadvantage if the Combat Step Die rolled its maximum result. On a Failed Test: The Target becomes Charmed. While Charmed this way the Target is Unconscious and their speed is 0m. The Target can repeat the Test at the end of each of their Turns to end the condition early, it also ends early if they receive damage or are shaken away as an action (2AP). Warrior Action Card (Combat Step - General Step) Draining Strike AP Cost: 2AP Requirement: You are wielding your Spellblade Cost: 1 Combat Step Die Effect: Your magic saps the strength from your foes. Make a single Weapon Attack or Unarmed Strike with your Spellblade. On a Hit: Your Spellblade adds Necrotic damage to its Damage Type for this Damage Roll, and adds your Combat Step Die to the Damage Roll. You recover HP equal to the result of the Combat Step Die roll, and until the start of your next Turn, the Target cannot recover HP. On a Critical Hit: The Target gains the Sap Physique 2 condition. Warrior Action Card (Combat Step - Variable Step) Enchant Blade AP Cost: 1AP Requirement: You are wielding your Spellblade Cost: 1 Combat Step Die Effect: You enchant your blade with cosmic power. When you use this action choose between Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant, Thunder, or Vorpal damage. Until the start of your next Turn, your Spellblade adds the chosen Damage Type to that dealt by its attacks, and it deals additional damage of the chosen Damage Type equal to a roll of your Combat Step Die. Warrior Action Card (Combat Step - Variable Step) Enchant Shield AP Cost: 1AP Cost: 1 Combat Step Die Effect: You enchant a shield around you. When you use this action choose between Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant, Thunder, or Vorpal damage. Roll your Combat Step Die, you gain BP equal to double the result of your Combat Step Die roll + your Knowledge. While BP from this action remains, you have Resistance to your chosen Damage Type. Warrior Action Card (Combat Step - General Step) Guiding Strike AP Cost: 2AP Requirement: You are wielding your Spellblade Cost: 1 Combat Step Die Effect: Your magic shows your allies the way. Make a single Weapon Attack or Unarmed Strike with your Spellblade. On a Hit: Add your Combat Step Die to the Damage Roll. The next Attack Roll made against the Target is made with Advantage, and can add your Combat Step Die to the Damage Roll. This applies to the next two Attack Rolls, if the Combat Step Die rolled its maximum result for your Damage Roll. Warrior Action Card (Combat Step - Variable Step) Restoring Touch AP Cost: 1AP Cost: 1 Combat Step Die Target: An allied entity you can see within Range Range: Touch Effect: Your magic aids an ally’s recovery. The Target may expend any number of unexpended Hit Die. The Target recovers HP, equal to a roll of your Combat Step Die + the total roll of expended Hit Die + your Knowledge, for each Hit Die expended. Warrior Action Card (Combat Step - Variable Step) Spellcloak AP Cost: 2AP Cost: 1 Combat Step Die Duration: 1 Minute Effect: Your magic hides you from sight. For the Duration, you become Invisible. It ends early if you cast a spell, deal damage, or apply a condition. Whilst Invisible, if you hit a Target with your Spellblade, you deal additional damage equal to two rolls of your Combat Step Die. If either Die rolls the maximum result your Invisibility is does not end due to dealing damage. Warrior Reaction Card (Combat Step - Variable Step) Spellslice RP Cost: 1RP Requirement: You are wielding your Spellblade Trigger: In response to seeing a spell cast, Targeting an entity or point in space within your AoC Cost: 1 Combat Step Die Effect: You cut at the arcane makeup of a spell to dismiss it entirely. Make an opposed roll, with you making an Attack Roll with your Spellblade adding the roll from your Combat Step Die, the Spellcaster making a spell Attack Roll plus the Circle of the spell. If the Caster Wins: The spell resolves as normal. If you Win or Draw: Your weapon breaks through the spell dismissing it immediately with no effect, though any Spell Slots the caster used to cast the spell are still expended. If a spell is cast that Targets an entity or point in space outside your AoC, but creates an AoE that would hit you. You can make the same Test as above, though if you succeed you and other entities within your AoC are not affected by the spell, but all other valid Targets still are. Warrior Action Card (Combat Step - Variable Step) Summon Spellblade AP Cost: 1AP Requirement: You have at least one hand free Cost: You may expend one Combat Step Die Effect: You summon your spellblade to you. You summon your Spellblade into your free hand from anywhere, so long as it is in the same Realm as you. If you have two Spellblades as part of a Weapon Group, and you have two hands free, this action can summon both Spellblades into your hands. Empowered Action: If you expended your Combat Step Die, reduce the AP cost of this action to 0AP. Warrior Action Card (Combat Step - Variable Step) Banishing Strike AP Cost: 2AP Prerequisite: Spellblade Tier 2 Requirement: You are wielding your Spellblade Cost: 1 Combat Step Die Effect: You apply some abjuration magic to your strike. Make a single melee Weapon Attack with your Spellblade. On a Hit: The Target takes additional Force damage equal to the roll of your Combat Step Die. The Target must then make a Determination Test, making it at Disadvantage if you rolled the maximum result on your Combat Step Die. On a Failed Test: The Target, if they are not native to this Realm, are returned to their home Realm until the end of their next Turn, at which they return to their original unoccupied space, or the nearest unoccupied space if it is occupied. If they Fail the Test by 5+: They are returned to their home Realm, and will have to use other means to return to this Realm. Warrior Action Card (Combat Step - Variable Step) Enchant Form AP Cost: 1AP Prerequisite: Spellblade Tier 2 Cost: 1 Combat Step Die Duration: 1 Encounter/Scene Effect: You enchant your form with cosmic power. Choose between Physique, Agility, or Endurance. For the Duration you have Advantage on Trait Tests for the chosen Trait and gain an additional effect: •Physique: Your Size Category increases by 1. •Agility: If you make an Agility Test that deals half damage on a successful Test. You take no damage on a successful Test and half damage on a failed Test. •Endurance: At the start of each of your Turns you recover HP equal to a roll of your Combat Step Die.


School of the Spellshot

The School of the Spellshot focuses on training its warriors to channel their arcane potential into their ammunition to aid them in combat. These warriors do not have the arcane potential to create spells beyond the simplest cantrip. However, they have found themselves more than capable of channelling their magic into their ammunition for more interesting effects.

Called spellshots, warriors who train in the school can be found travelling the world, selling their skills to those who need them most, or offering aid to those in need.

While this school is themed around arcane potential, you can choose this school to instead represent more technological ranged fighters, using ammunition enhanced by technology for unique effects.

Well Travelled

1st Tier Spellshot Feature

You have been trained in skills useful for a travelling spellshot. Choose two Skills from Acrobatics, Focus, Magical Lore, Nature, Perception, Survival, and Technology. You Learn the chosen Skills and then can choose one of the listed Skills you have Learnt to Master.

You gain the Spellcaster, Cosmic Magic, and Primordial Magic Class Tags.



Spellcasting

1st Tier Spellshot Feature

Your training builds upon your innate talents in channelling cosmic and primordial magic for your spellcasting. See the Magic Chapter for the general rules of spellcasting and for the Cosmic and Primordial Spell Lists.

Spell List: Cosmic & Primordial

Spellcasting Trait: Your Knowledge or Intuition (chosen upon gaining this Feature)

Spell TG: 8 + your SB + your Spellcasting Trait

Spell Attack Modifier: Your SB + your Spellcasting Trait

Spellcasting Focus: Ranged Weapons

The following exceptions to the rules presented in the Magic Chapter are as follows:

You do not Learn any spells other than Cantrips nor do you gain Spell Slots.

Cantrips

You can Learn a number of Cantrips as shown in the “Cantrips Known” column of the Table below, you can choose any combination of Cantrips from the Cosmic and Primordial Spell Lists.

Level Cantrips
1st 2
2nd 2
3rd 3
4th 3
5th 3
6th 3
7th 3
8th 3
9th 4
10th 4
11th 4
12th 4
13th 4
14th 4
15th 5
16th 5
17th 5
18th 5
19th 5
20th 5


Spellshot

1st Tier Spellshot Feature

You funnel your magic into your ammunition. When using a ranged Weapon that you are Trained in the use of, and that requires Ammunition, you gain the following benefits:

  • You can choose to use your Spellcasting Trait for Attack and Damage Rolls with this Weapon, and Combat Step TG.

  • Ranged Weapon Attacks made with this Weapon increase their Critical Hit Scope by 1.

  • Ranged Weapon Attacks made with this Weapon are considered magical for overcoming Damage Reductions, Resistances, and Immunities to Non-Magical Weapons.

  • If this Weapon has the Loading Weapon Property you can ignore it.

    If the Weapon has the Loading (X) Weapon Property you can load 2 pieces of Ammunition for each 1AP used to reload it.

All Ammunition loses its magic upon hitting or missing the Target of the attack.



Infused Shots

2nd Tier Spellshot Feature

You have learnt how to infuse your Ammunition with your Cantrips. You can Infuse your Ammunition with a Cantrip that requires an Attack Roll, reducing the AP cost of casting the Cantrip by 1 AP (to a minimum of 1 AP).

The Cantrip becomes stored in the Ammunition until you successfully hit with the Ammunition as part of a ranged Weapon Attack. The Weapon deals its normal damage, though you can choose to replace its Weapon Damage Type with that dealt by the Cantrip.

The Cantrip will simultaneously hit the Target resolving as if you had made a successful Attack Roll during its casting.

Ammunition can only be Infused with one Cantrip at a time, if you Infuse it with a second Cantrip the first is lost.

You can maintain Infusions for an amount of Ammunition equal to your SB. If you Infuse more Ammunition with Cantrips than this limit, each time you must select a piece of Ammunition to lose its Infusion.



Arcane Whistle

3rd Tier Spellshot Feature

You have learnt to maintain a link to the magic in your ammunition to move the ammunition in the air to guarantee a hit. When you make an Attack Roll with a ranged Weapon that uses Ammunition and miss, you can expend a Combat Step Die to reroll the Attack Roll against a different Target within 12m (At Range) of the original Target, adding your Combat Step Die to the new Attack Roll.

You gain two additional Combat Step Dice and increase the number of Combat Step Actions you know by 1.



Dead Eye

4th Tier Spellshot Feature

You know how to make the most out of your spellshots. Your Inspired Event scope for Attack Rolls made with a ranged Weapon that uses Ammunition increases by 1.

If you score a Critical Hit with a Weapon Attack from a ranged Weapon that uses Ammunition, you regain a use of your Combat Step Die and the Target gains three Degrees of the Burned (X) condition. Each time you score the Critical Hit, you can choose one of the following Damage Types for the Burned condition to use; Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant, Thunder, or Vorpal.

In addition, your Infused Shot Feature now allows you to infuse one of your Spellshot School Combat Step Actions with the name “X Shot” into your Ammunition instead of a Cantrip, following the same steps. On a hit both the Infused Combat Step Action’s “On a Hit” effect occurs in addition to the normal effect of the Hit. You can only infuse one Combat Step Action this way at a time, you may infuse one Cantrip and one Combat Step Action into a piece of Ammunition at a time.

When you infuse a Cantrip into your Weapon. You may replace the size of the Weapon’s base damage die with that of the Infused Cantrip if it is larger. On a Critical Hit with this Weapon, the size of the Cantrip’s damage dice is increased in size to that of your Combat Step Die.



School of the Spellshot Step Actions

Warrior Action Card (Combat Step - Variable Step) Bubble Shot AP Cost: 2AP Requirement: You are wielding a ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Target: A point you can see within your Ranged Weapon’s Long Range Effect: You channel protection magic into your shot. Make a single ranged Weapon Attack against the Target. On a Hit: Each allied entity you can see within a number of metres of the point, equal to a roll of your Combat Step Die, gain BP equal to your SB + double your Spellasting Trait. Warrior Action Card (Combat Step - Variable Step) Cast Cantrip AP/RP Cost: Varies Effect: You cast a spell. You cast a Cantrip per the Cast action. This action is counted as the Cast action for Features and abilities that would modify the Cast action. Warrior Action Card (Combat Step - Variable Step) Divining Shot AP Cost: 2AP Requirement: You are wielding a ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Target: A point you can see within your Ranged Weapon’s Long Range Effect: You channel magic into your shot to let you see beyond your normal vision. Make a single ranged Weapon Attack against the Target. Once the Ammunition has landed for the next 10 Minutes, you can as an action (0AP) lose awareness of your actual surroundings and your body become Incapacitated, to be able to see and hear as if you were standing where the Ammunition landed. You can return your senses to your body, ending the Incapacitated condition, as an action (0AP). You can expend a second Step Die, to grant yourself Nightvision to 12m and Tremorsense to 3m for the Duration while looking through the arrow. Warrior Action Card (Combat Step - Variable Step) Entangling Shot AP Cost: 2AP Requirement: You are wielding a ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Effect: You channel magic into your shot to bind the target with vines, roots, or cables. Make a single ranged Weapon Attack. On a Hit: The Target takes additional Poison damage equal to the roll of your Combat Step Die. The Target must then make an Agility Test, making it at Disadvantage if you rolled the maximum result on your Combat Step Die. On a Failed Test: The Target gains the Restrained condition until the start of your next Turn. If they Failed by 5+: They are Restrained until they successfully make a Physique (Athletics) Test as an action (2AP) or a Minute has passed, at the start of each of the Restrained entity’s Turns whilst they are still Restrained, roll the Combat Step Die again dealing that much Poison Slashing damage to the Target. Warrior Reaction Card (Combat Step - Variable Step) Ghost Step RP Cost: 1RP Trigger: An Attack Roll hits you Cost: 1 Combat Step Die Effect: You channel your magic to create an illusion to avoid an attack. Roll your Combat Step Die adding the result to your HT against the Triggering attack, potentially turning a hit into a miss. If the Triggering attack misses teleport into an unoccupied space within 1m (Melee) of you. As the strike hits an illusion and your actual position is revealed. The next Attack Roll you make, before the end of your next Turn, against the Triggering entity is made with Advantage. Warrior Action Card (Combat Step - Variable Step) Ice Shot AP Cost: 2AP Requirement: You are wielding a ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Target: An entity or point you can see within your Weapon’s Long Range Effect: You channel magic into conjuring ice. Make a single ranged Weapon Attack. On a Hit: The Target takes additional Cold damage equal to the roll of your Combat Step Die. The Target must then make an Agility Test, making it at Disadvantage if you rolled the maximum result on your Combat Step Die. On a Failed Test: The Target gains the Frozen (Fire SB) condition. AT the start of each of the Frozen entity’s Turns, whilst Frozen, they gain a Degree of the Burned (Cold) condition. If they Failed by 5+: The Target gains the Frozen (Fire (SB + Combat Step Die roll)) condition. If the Target was not an entity, but a point, instead of making an Agility Test, a small handhold of ice erupts from the point. It can hold the weight of an entity of your Size Category or smaller, and lasts until the end of the Encounter/Scene or until Fire damage is dealt to it. Warrior Action Card (Combat Step - Variable Step) Poisoned Shot AP Cost: 2AP Requirement: You are wielding a Ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Effect: You channel magic into your shot to poison the target. Make a single ranged Weapon Attack. On a Hit: The Target takes additional Poison damage equal to the roll of your Combat Step Die. The Target must then make an Endurance Test, making it at Disadvantage if you rolled the maximum result on your Combat Step Die. On a Failed Test: The Target gains a Degree of the Poisoned condition until the start of your next Turn. If they Failed by 5+: The Target gains an additional Degree of the Poisoned condition. Warrior Action Card (Combat Step - Variable Step) Rope Shot AP Cost: 1AP Requirement: You are wielding a ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Target: A point you can see within your Ranged Weapon’s Long Range Duration: 1 Hour Effect: You create a rope for your allies, made of vines or other materials near the point. Make a single ranged Weapon Attack against the Target. On a Hit: A 25m rope is made falling from the point, with one end fixed to the Target point, this lasts for the Duration before turning to dust. Warrior Action Card (Combat Step - Variable Step) Sapping Shot AP Cost: 2AP Requirement: You are wielding a Ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Effect: You channel magic into your shot to drain the target. Make a single ranged Weapon Attack. On a Hit: The Target takes additional Necrotic damage equal to the roll of your Combat Step Die. The Target must then make an Endurance Test, making it at Disadvantage if you rolled the maximum result on your Combat Step Die. On a Failed Test: The Target halves the result of their next Damage Roll. If they Failed by 5+: The Target gains either the Sap Physique 1 or Sap Agility 1 condition (your choice) for the Encounter/Scene. Warrior Action Card (Combat Step - Variable Step) Shadow Shot AP Cost: 2AP Requirement: You are wielding a ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Target: A point you can see within your Ranged Weapon’s Long Range Duration: 1 Encounter/Scene Effect: You fill a space with shadows. Make a single ranged Weapon Attack against the Target. On a Hit: For the Duration a 3m (Near) Radius Sphere centred on the Target point becomes a Dimly Lit area and all nonmagical sources of light in the area are extinguished. Warrior Action Card (Combat Step - Variable Step) Sleep Shot AP Cost: 2AP Requirement: You are wielding a Ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Effect: You channel magic into your shot to drain the target. Make a single ranged Weapon Attack. On a Hit: Add your Combat Step Die to the Damage Roll. The Target must then make an Intuition Test, this is made at Disadvantage if the Combat Step Die rolled its maximum result. On a Failed Test: The Target becomes Charmed. While Charmed this way the Target is Unconscious and their speed is 0m. The Target can repeat the Test at the end of each of their Turns to end the condition early, it also ends early if they receive damage or are shaken away as an action (2AP). Warrior Action Card (Combat Step - Variable Step) Smoke Shot AP Cost: 1AP Requirement: You are wielding a ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Target: A point you can see within your Ranged Weapon’s Long Range Duration: 1 Hour Effect: You create an area of smoke to allow your allies a chance to escape. Make a single ranged Weapon Attack against the Target. On a Hit: For the Duration, a 5m (Near) Radius Sphere, centred on the Target point becomes filled with smoke, of a colouration you choose. This spreads around corners and the area is Heavily Obscured. This effect end be ended early by a wind of moderate or greater speed (16km/hr) dispersing it or as an action (1AP). Warrior Action Card (Combat Step - Variable Step) Step Shot AP Cost: 1AP Requirement: You are wielding a ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Target: An unoccupied point you can see within your Ranged Weapon’s Long Range Effect: You channel magic into your shot to let teleport great distances. Make a single ranged Weapon Attack against the Target. Once the Ammunition has landed you teleport to that point so long as you can occupy that space. Warrior Action Card (Combat Step - Variable Step) Stim Shot AP Cost: 2AP Requirement: You are wielding a ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Effect: You channel restoration magic into your shot. Make a single ranged Weapon Attack against an allied entity. On a Hit: The Target takes no damage, instead they may expend one unexpended Hit Die, to recover HP equal to a roll of the Hit Die + a roll of your Combat Step Die + your Knowledge. Warrior Action Card (Combat Step - Variable Step) Banishing Shot AP Cost: 2AP Prerequisite: Spellshot Tier 2 Requirement: You are wielding a ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Effect: You apply some abjuration magic to your shot. Make a single ranged Weapon Attack. On a Hit: The Target takes additional Force damage equal to the roll of your Combat Step Die. The Target must then make a Determination Test, making it at Disadvantage if you rolled the maximum result on your Combat Step Die. On a Failed Test: The Target, if they are not native to this Realm, are returned to their home Realm until the end of their next Turn, at which they return to their original unoccupied space, or the nearest unoccupied space if it is occupied. If they Fail the Test by 5+: They are returned to their home Realm, and will have to use other means to return to this Realm. Warrior Action Card (Combat Step - Variable Step) Knocking Shot AP Cost: 2AP Prerequisite: Spellshot Tier 3 Requirement: You are wielding a ranged Weapon with the Ammunition Weapon Property Cost: 1 Combat Step Die Target: A point you can see within your Ranged Weapon’s Long Range Effect: You channel magic into your shot to open locked paths. Make a single ranged Weapon Attack against the Target. On a Hit: All appropriate Targets within 3m (Near) of the Target point have the Knock spell cast upon them.


School of the Spirit

The School of the Spirit focuses on training its warriors in quick and decisive forms on the battlefield, calling upon their wealth of experience and awareness of the battlefield to bring about victory. The school however also teaches its warriors to focus on their mental and spiritual health, and how to bring for that same experience and awareness in your dealing with people and the arts. These warriors are taught to train in the arts and in politics, that they can find peace and rest when not called to fight.

Called blade masters, warriors who train in the school are found on the battlefield in the thick of combat, striking with clarity and focus no matter how thick the fog of war. They can also be found engaging in politics and practising the arts, this fact leads many noble families to send their children to learn this school of combat.

Well Trained

1st Tier Blade Masters Feature

You have been trained in skills useful for both on and off of the battlefield. Choose two Skills from Diplomacy, Empathy, Focus, General Knowledge, Perception, and Performance. You Learn the chosen Skills and then can choose one of the listed Skills you have Learnt to Master.

You also are Trained in the use of any combination of two Artisan Tools or Musical Instruments.



Mindful Determination

1st Tier Blade Masters Feature

You can pour your focus and determination into activities outside of combat. Your Inspired Event scope increases by 1. When you score a Critical Hit, you gain BP equal to your Warrior Level.

You may use Intuition instead of Physique or Agility for Weapon Attack and Damage Rolls, and calculating your Combat Step TG.

When you make a Determination Trait Test, bar Attack Rolls, or a Trait Test using Artisan Tools or Musical Instruments, you can add your Intuition to the roll.

You gain an additional Combat Step Die and increase the number of Combat Step actions you know by 3.



Lightning Strikes

2nd Tier Blade Masters Feature

You can strike with your blade faster than the eye can see. If you would make an Attack Roll at Advantage, you can choose to lose the Advantage on the Attack Roll. If you do so, after the attack has resolved you may take the Basic Attack Combat Step Action or take the next action in the Lotus, Melody, or Moon Combat Step Chain Actions, immediately for 0AP, this second action cannot be granted Advantage. When you use the chosen action this way it ignores AP cost increase for using the same action multiple times in a Turn.

You treat all Weapons from the Swords and Bow Weapon Groups as having the Martial Arts Weapon Property. When you would deal damage with a Weapon with the Martial Arts Weapon Property, you may choose to replace your Weapon's damage dice with your Combat Step Die.



Flow Mastery

3rd Tier Blade Masters Feature

You know how to make the most out of every combat step you perform. Whenever you complete a Finisher Combat Step Action, compare the total number of Combat Step Actions you performed as part of the completed Flow against the value of your Skill Bonus. For every Step Action taken past the value of your SB, you replenish one Combat Step Die.

You gain an additional Combat Step Die and increase the number of Combat Step actions you know by 2.



Hardy Spirit

4th Tier Blade Masters Feature

You know how to make each moment count. When making an Initiative Test, you replenish one expended use of the Stay in the Fight reaction.

If you make an Attack or Damage Roll using Intuition, you can replace the Damage Type of your Weapon and your Combat Step Die with Radiant damage.

When you perform your Final Moment, you may choose to use the Soulful Strike action.

Warrior Action Card (Final Moment Action) Soulful Strike AP Cost: -AP Target: A hostile entity you can see within Range Range: 6m | Near Effect: You can teleport to an unoccupied next to the Target and perform each action in the Soul Chain Combat Step Actions for the Lotus chain, Melody chain, and Moon chain, with Advantage against the Target you teleported next to, halting progress down each chain when you miss with your Attack Roll. If you successfully hit with each action in all three chains you can then perform the Soul Chain: Snow, Moon & Flowers Combat Step Action against the same Target. This Final Moment action ends early if the Target is reduced to 0HP.


School of the Spirit Step Actions

Warrior Action Card (Combat Step - Variable Step) Battle Focus AP Cost: 1AP Cost: 1 Combat Step Die Effect: You close out all other distractions to focus on purely your strikes. You gain Advantage on all Weapon Attack Rolls until the end of the current Turn. You also gain BP equal to your Determination + your SB + your Combat Step Die roll. Warrior Reaction Card (Combat Step - Variable Step) Counter Cut RP Cost: 1RP Trigger: A Ranged Attack Roll from an entity you can see hits you Requirement: Wielding a Melee Weapon Cost: 1 Combat Step Die Effect: You can cut projectiles out of the air. Roll your Weapon’s damage die + your Warrior Level + a roll of your Combat Step Die, reducing the damage of the projectile by the total amount. If you reduce the damage to zero, you manage to cut the projectile splintering it. Choose up to two hostile entities, a number of metres away from you up to your Intuition, you can direct the main portions of the projectile into the Targets. They take Force damage equal to the roll of your Combat Step Die. Warrior Action Card (Combat Step - Variable Step) Desperate Struggle AP Cost: 2AP Requirement: Under the Desperation condition Cost: 1 Combat Step Die Duration: [Determination] Rounds (minimum of 1) Effect: Your desperation grants your strength to overcome your foes. For the Duration, your Physique and Intuition increases by half your SB. Warrior Action Card (Combat Step - Variable Step) Soul Chain: Wind Strike AP Cost: 1AP Effect: You strike the first of many cuts. Make a single melee Weapon Attack. On a Hit: Add your Combat Step Die to the Damage Roll. After performing this action, you may be able to perform one of the following Combat Step Actions; Soul Chain: Moon Gust, Soul Chain: Lotus Master, or Soul Chain: Snow Melody. If you perform an action with an AP cost of 2AP or more, you cannot perform these actions until you perform this action again. Warrior Action Card (Combat Step - Variable Step) Soul Chain: Lotus Master AP Cost: 2AP Requirement: The last action you performed with an AP cost of 2+ was Soul Chain: Wind Strike Effect: You strike with the precision of a master. Make a single melee Weapon Attack with Advantage. On a Hit: The Target takes additional Force damage equal to the roll of your Combat Step Die. After performing this action, this action becomes the Soul Chain: Burning Lotus action (it does not need to be Learnt), until it is either used or if perform an action with an AP cost of 2AP or more. Warrior Action Card (Combat Step - Variable Step) Soul Chain: Burning Lotus AP Cost: 2AP Requirement: The last action you performed with an AP cost of 2+ was Soul Chain: Lotus Master Cost: 1 Combat Step Die Effect: You strike with burning passion. Make a single Weapon Attack with Advantage. On a Hit: You may replace the Weapon’s Damage Type with Fire damage, in addition the Target takes additional Fire damage equal to the roll of your Combat Step Die. After performing this action, you may gain the Blessing of the Lotus. This Blessing remains until an action expends it, or you complete a Short or Long Rest, you can only have one instance of this Blessing at any one time. Warrior Action Card (Combat Step - Variable Step) Soul Chain: Moon Gust AP Cost: 2AP Requirement: The last action you performed with an AP cost of 2+ was Soul Chain: Wind Strike Effect: You strike with the force of a gale. Make a single melee Weapon Attack, if your Soul Chain: Wind Strike hit its Target, this is made with Advantage. On a Hit: The Target takes additional Radiant damage equal to the roll of your Combat Step Die. After performing this action, this action becomes the Soul Chain: Moon Ray action (it does not need to be Learnt), until it is either used or if perform an action with an AP cost of 2AP or more. Warrior Action Card (Combat Step - Variable Step) Soul Chain: Moon Ray AP Cost: 2AP Requirement: The last action you performed with an AP cost of 2+ was Soul Chain: Moon Gust Cost: 1 Combat Step Die Effect: You strike with the speed of light. Make a single melee Weapon Attack, if your Soul Chain: Moon Gust hit its Target, this is made with Advantage. On a Hit: You may replace the Weapon’s Damage Type with Radiant damage, in addition the Target takes additional Radiant damage equal to the roll of your Combat Step Die. After performing this action, you may gain the Blessing of the Moon. This blessing remains until an action expends it, or you complete a Short or Long Rest, you can only have one instance of this blessing at any one time. Warrior Action Card (Combat Step - Variable Step) Soul Chain: Snow Melody AP Cost: 2AP Requirement: The last action you performed with an AP cost of 2+ was Soul Chain: Wind Strike Cost: 1 Combat Step Die Effect: You strike with grace of a snowflake on the breeze. Make a single melee Weapon Attack, if your Soul Chain: Wind Strike hit its Target, this is made with Advantage. On a Hit: You may replace the Weapon’s Damage Type with Cold damage, in addition the Target takes additional Cold damage equal to the roll of your Combat Step Die. After performing this action, you may gain the Blessing of the Melody. This Blessing remains until an action expends it, or you complete a Short or Long Rest, you can only have one instance of this Blessing at any one time. Warrior Action Card (Combat Step - Unique Finisher Step) Soul Chain: Snow, Moon & Flowers AP Cost: 3AP Requirement: You have at least 1 of the following Blessings: Blessing of the Lotus, Blessing of the Melody, or Blessing of the Moon Cost: 1 Combat Step Die Effect: You strike your foes down with the blessings of the soul. Make a single melee Weapon Attack. The effect of the attack is based on how many of the blessings you have which are expended on use: •1 Blessing. On a Hit: The Target takes additional Fire damage equal to the roll of your Combat Step Die and gains the three Degrees of the Burned (Vorpal) condition. Warrior Action Card (Combat Step - Unique Finisher Step) Soul Chain: Snow, Moon & Flowers AP Cost: 3AP Requirement: You have at least 1 of the following Blessings: Blessing of the Lotus, Blessing of the Melody, or Blessing of the Moon Cost: 1 Combat Step Die Effect: You strike your foes down with the blessings of the soul. Make a single melee Weapon Attack. The effect of the attack is based on how many of the blessings you have which are expended on use: •2 Blessings. On a Hit: The Target takes additional Cold damage equal to two rolls of your Combat Step Die and gains three Degrees of the Burned (Cold) condition. Then every other entity in a 3m Cone, Emanating from You must take an Agility Test. On a failed Test, taking the Damage Roll from your Combat Step Die, and half as much on a successful Test. Warrior Action Card (Combat Step - Unique Finisher Step) Soul Chain: Snow, Moon & Flowers AP Cost: 3AP Requirement: You have at least 1 of the following Blessings: Blessing of the Lotus, Blessing of the Melody, or Blessing of the Moon Cost: 1 Combat Step Die Effect: You strike your foes down with the blessings of the soul. Make a single melee Weapon Attack. The effect of the attack is based on how many of the blessings you have which are expended on use: •3 Blessings. On a Hit: The attack is treated as an automatic Critical Hit, but not automatically an  Inspired Event. The Target takes additional Radiant damage equal to three rolls of your Combat Step Die and gains Three degrees of the Burned (Radiant) condition. While the Target is affected by the Burned (Radiant) condition, all Attack Rolls against them are an Inspired Event on the d20 roll of a 18, 19, or 20. Then every other entity in a 3m Cone, Emanating from You must take an Agility Test. On a failed Test, taking the Damage Roll from your Combat Step Die, and half as much on a successful Test.