Warfare
The art of waging war is as ancient as the Sphere itself. For as long as Mortals have existed, there has been strife of one kind or another. In the purview of some gods, Mortal life is nothing without strength and conflict is necessary to push the boundaries of that strength to its limit. Whether for faith, glory, conquest, or simple bloodlust, Mortals have always fought. But there are some who elevate the enterprise of war from bloody necessity to sheer poetry.
You are such a person; a warrior who embodies the ferocity of a lion, the grace of a dancer, and the seamless skill of an artist. To watch you fight is to watch a composer orchestrate a masterpiece, each blow ringing out like notes in a symphony of death. Each strike lands fierce and true and on the finale of your last fluid stroke, none who opposed you remain standing. It is one thing to swing a sword and quite another to do so with the profusion of expertise you possess. Whether your talent comes naturally or from years of hard training and endless battles, it is obvious to anyone who sees you fight that you are no ordinary soldier. The power and skill with which you fight is no less wondrous, no less supernatural than the magician's spell or the priest's heavenly miracles. Fight on, champion, and crush the feeble resistance of all who stand against you. Yours is the glory of battle, the standard waving in victory over your foes. Those you deign to fight alongside will trust you as their strong right arm and the unwavering shield at their side. Those who fight against you will fall, for none can stand long against the relentless tide of your incomparable might. |
prime arcanum
EXPLOITS
You are a hero, there's no doubt about it. Leaping into the fray ahead of your allies, always putting yourself at risk to protect others. Walking a fine line between courageous and foolish, no one can deny that you are sight to behold on the battlefield, and your daring deeds inspire those who fight alongside you.
These acts of bravery, called Exploits, give power to you and your allies and a list of Exploits you can perform appears below. Each Exploit can be completed only once each Scene, though there is no limit to the number of Exploits you can complete during a Scene. Each time you complete an Exploit, you gain 1 point of Inspiration. When a creature within your line of sight is damaged, you can spend up to (Warfare) Inspiration as a Free Reaction to increase or decrease this instance of damage by 1d6 per Inspiration spent. You lose all the Inspiration you've acquired once the Scene ends. |
Pick one of the following Upgrades every third Level (Level 3, 6, 9, 12, etc.):
- Increase the size of Inspiration Dice by one degree (this may be taken up to three times, maxing out at a d12)
- Flip a coin when you gain an Inspiration; if the result is heads, you gain two Inspiration instead of one
- You can roll up to (Warfare) Inspiration as a Half Action to restore (Roll) HP to an ally within your line of sight
- You can complete the same Exploit twice per Scene
- Your Inspiration are lost when you take a Short or Full Rest, not when the Scene ends
- The following counts as an Exploit: An enemy becomes Fixated on you
- The following counts as an Exploit: Hit with an attack
- The following counts as an Exploit: Be hit by an enemy's attack
EXPLOITS
Roll to go first or last in the order of Initiative
Hit two different enemies in a single turn
With a single strike, damage an enemy for at least 50% of their total HP
Reduce an enemy to 0 HP
Suffer at least three negative status conditions at once
End a negative status condition
End your turn with 50% or less of your total HP
Roll the maximum number on a d8 or higher
Roll the same number three times in a row on a d6 or higher
Roll a critical success
Roll a critical failure
End your turn adjacent to at least three enemies
End your turn at least 10 meters away from your nearest ally
Flank two or more enemies at once
Do something insanely stupid but undeniably cool
Roll to go first or last in the order of Initiative
Hit two different enemies in a single turn
With a single strike, damage an enemy for at least 50% of their total HP
Reduce an enemy to 0 HP
Suffer at least three negative status conditions at once
End a negative status condition
End your turn with 50% or less of your total HP
Roll the maximum number on a d8 or higher
Roll the same number three times in a row on a d6 or higher
Roll a critical success
Roll a critical failure
End your turn adjacent to at least three enemies
End your turn at least 10 meters away from your nearest ally
Flank two or more enemies at once
Do something insanely stupid but undeniably cool
MARTIAL SUPREMACY
Having studied the ways of war for much of your life, you are a fighting machine. Your muscles have memorized every drill, your body has been beaten and pushed to perfection, your reflexes are honed to a fine point, and your mind and senses are focused on a singular goal: victory.
Any time you make a Melee attack roll, you can perform one Combat Maneuver you know as part of the attack Action (you must declare this before making the roll). You can perform up to (Warfare +1) Maneuvers each Scene. Pick three Combat Maneuvers you know and learn a new Combat Manuever every third Level (Levels 3, 6, 9, 12, etc.). |
COMBAT MANEUVERS
Courageous Strike
Gain a +1 bonus to this attack's roll for every enemy currently within 2 meters of you.
Gain a +1 bonus to this attack's roll for every enemy currently within 2 meters of you.
Cunning Footwork
Move up to (Warfare) meters before or immediately after making this attack - OR - slide the target 2 meters after attacking.
Move up to (Warfare) meters before or immediately after making this attack - OR - slide the target 2 meters after attacking.
Cutting Wind
Regardless of whether you hit or miss, the target of this attack takes Physical damage equal to your weapon's base Damage.
Regardless of whether you hit or miss, the target of this attack takes Physical damage equal to your weapon's base Damage.
Defensive Pivot
Gain a +1 bonus to your next Defense roll for every enemy within 2 meters of your position when you make this attack.
Gain a +1 bonus to your next Defense roll for every enemy within 2 meters of your position when you make this attack.
Dual Strike
Repeat this attack with your off-hand weapon (pay its cost again if it has a cost).
Repeat this attack with your off-hand weapon (pay its cost again if it has a cost).
Enervate
If you hit, the target of this attack is Weakened (Save ends).
If you hit, the target of this attack is Weakened (Save ends).
Hamstring
If you hit, the target of this attack is Slowed (Save ends).
If you hit, the target of this attack is Slowed (Save ends).
Incite
An enemy within 10 meters Fixates on you (Save ends).
An enemy within 10 meters Fixates on you (Save ends).
Invigorating Strike
You or an ally within 5 meters gains 1d6 + (Warfare) Endurance.
You or an ally within 5 meters gains 1d6 + (Warfare) Endurance.
Piercing Strike
Damage from this attack cannot be reduced, negated, or ignored.
Damage from this attack cannot be reduced, negated, or ignored.
Pommel Strike
If you hit, deal half damage and Stun the target (Save ends).
If you hit, deal half damage and Stun the target (Save ends).
Precision Strike
You have Advantage with this attack.
You have Advantage with this attack.
Rend
If you hit, the target takes ongoing 1d4 Physical damage (Save ends).
If you hit, the target takes ongoing 1d4 Physical damage (Save ends).
Sweeping Strike
Target an additional enemy within range with this attack.
Target an additional enemy within range with this attack.
Unbalancing Strike
Hit or miss, the target's next roll has Disadvantage.
Hit or miss, the target's next roll has Disadvantage.
SOULSTEEL
Through mystic forces, divine intervention, or some other facet of Mana's power, you are able to manifest a weapon from your very soul, drawing it from your chest as you would a sheath. This weapon's form and power are derived from your fighting spirit; the stronger your will to fight, the more powerful your weapon becomes...and if your will is ever broken, so too will your blade shatter.
You can instantly summon or dismiss your SoulSteel weapon as a Free Action. The weapon vanishes to ether when you are knocked unconscious, it encounters anti-magical forces, or a creature besides you tries to wield it. It can never be truly broken (you simply re-summon it) unless your will to fight is broken, in which case its state of repair or disrepair will reflect your own mental/emotional state. |
Decide what sort of weapon your SoulSteel is (once you decide this, you cannot change it later; doing so would require your entire image of self to change as the blade's shape comes from your own sense of identity). It has all the properties of this weapon as well as the enchantments and bonuses of any weapons of the same type (Blades, Blunt, Thrown, etc.) which you are Attuned to.
Choose two Sparks, special qualities possessed by your SoulSteel. Your SoulSteel gains a new Spark every third Level (Levels 3, 6, 9, 12, etc.).
Choose two Sparks, special qualities possessed by your SoulSteel. Your SoulSteel gains a new Spark every third Level (Levels 3, 6, 9, 12, etc.).
SPARKS
Deadly Weapon
Your weapon's base Damage is increased by 1. You can take this Spark up to 5 times for a cumulative effect.
Your weapon's base Damage is increased by 1. You can take this Spark up to 5 times for a cumulative effect.
Eager for Battle
The first attack you hit with each round deals an additional 1d8 + (Warfare) Physical damage.
The first attack you hit with each round deals an additional 1d8 + (Warfare) Physical damage.
Echoing Cut
At the end of your turn each round, deal 1d6 + (Warfare) Physical damage to one enemy you hit this round.
At the end of your turn each round, deal 1d6 + (Warfare) Physical damage to one enemy you hit this round.
Extensive Reach
The weapon has the Reach Feature and can extend to strike enemies up to 3 meters away.
The weapon has the Reach Feature and can extend to strike enemies up to 3 meters away.
Gemini
Your weapon can split into two weapons, each with the improved version of the Off-Handed Feature given below (this Spark can only be applied to 1-Handed Melee weapons):
Off-Handed: Once per round after you make an attack with the weapon in your main hand, you can attack with the weapon in your off-hand as a Free Action any time before your turn ends.
Your weapon can split into two weapons, each with the improved version of the Off-Handed Feature given below (this Spark can only be applied to 1-Handed Melee weapons):
Off-Handed: Once per round after you make an attack with the weapon in your main hand, you can attack with the weapon in your off-hand as a Free Action any time before your turn ends.
Gravity Collider
Each time you strike an enemy with this weapon, they gain one stack of Gravity. Each stack of Gravity reduces a creature's Speed by 1. At 0 Speed, each stack of Gravity reduces their total Actions by 1 Half Action. A successful Save removes all stacks of Gravity from a creature.
You can also strike an inanimate object (attended or unattended) to give it one stack of Gravity with each strike. Each stack of Gravity increases the object's Carry weight by 1 Stone and Gravity stacks fade away at a rate of 1 stack every 10 minutes.
Each time you strike an enemy with this weapon, they gain one stack of Gravity. Each stack of Gravity reduces a creature's Speed by 1. At 0 Speed, each stack of Gravity reduces their total Actions by 1 Half Action. A successful Save removes all stacks of Gravity from a creature.
You can also strike an inanimate object (attended or unattended) to give it one stack of Gravity with each strike. Each stack of Gravity increases the object's Carry weight by 1 Stone and Gravity stacks fade away at a rate of 1 stack every 10 minutes.
Lifegiver
Any time this weapon strikes a friendly creature, it deals no damage but instead grants Endurance equal to the damage it would have dealt.
Any time this weapon strikes a friendly creature, it deals no damage but instead grants Endurance equal to the damage it would have dealt.
Otherworldly Weapon
Pick a non-Physical damage (you cannot change this later): whenever this weapon deals Physical damage, you can choose to deal this alternate damage type instead.
Pick a non-Physical damage (you cannot change this later): whenever this weapon deals Physical damage, you can choose to deal this alternate damage type instead.
Precision Weapon
Your weapon's base Melee, Ranged, or Spellcraft is increased by 1. You can take this Spark up to 5 times for a cumulative effect.
Your weapon's base Melee, Ranged, or Spellcraft is increased by 1. You can take this Spark up to 5 times for a cumulative effect.
Resounding Challenge
Attacks with your weapon cause the target to Fixate on you until the start of your next turn.
Attacks with your weapon cause the target to Fixate on you until the start of your next turn.
The Best Offense is a Good Defense
Your SoulSteel weapon is not a weapon at all, but a Shield with an additional +1 bonus to Defense and Save.
Your SoulSteel weapon is not a weapon at all, but a Shield with an additional +1 bonus to Defense and Save.
Weight of Glory
When you draw your SoulBlade, every enemy within 5 meters of you must Save or be Weakened and Slowed (Save ends both).
When you draw your SoulBlade, every enemy within 5 meters of you must Save or be Weakened and Slowed (Save ends both).