Newpark Games
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Charging fearlessly into battle, the Warrior stands at the frontline of combat between allies and the enemy onslaught, using armor, weapon skills, and courage to strike down foes. Warriors often find work as soldiers, bodyguards, mercenaries, and even knights in service to nobility. No matter their profession, the Warrior faces every challenge with unwavering strength. 
Where did you learn to fight?
What is your specialty in combat?
​Why do you fight?
Combat Specialist
Ignore the Heavy effect of weapons and armor you wield.

Whenever an enemy voluntarily leaves a space adjacent to you or makes an attack that doesn’t include you as a target, you can make a weapon attack against them as an Interrupt.

BRAWN +1

+75 Crowns for Armaments
+50 Crowns for Items
+25 Crowns for Wonders
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Download Class Sheet
  • Armsman
  • Vanguard
  • Skirmisher
  • Battlemaster
  • Bravelord
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ACTIONS

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Battle Stance

An arsenal of fighting stances is at your disposal, each designed to give you a unique edge in the heat of combat.
Effect
Minor Action
​Cost: 1 Focus
Assume a Stance you know. You can only assume one stance at a time and cannot change stances until you start a new turn. When you acquire this ability, choose two Stances to learn: 
  • Bloody Demon: Deal an additional 1d6 damage with one melee attack of your choice each round you hold this Stance.
  • Grand Bastion: Increase your Defense and Save by 1 while in this Stance.
  • Hidden Viper: Once each round while you hold this Stance, after an attack against you is resolved, you may make a weapon attack against your attacker as a Reaction.
  • Rushing Bull: Speed +2 while you hold this Stance.
  • Sweeping Wind: Your melee attacks that hit while you hold this Stance knock the target prone.
Upgrades
HYBRID STANCE
8 ChP
You can hold two Stances at once, combining their effects into one.

MOBILE STANCE
3 ChP
When you change Stances, you can move up to (Brawn) meters.

STANCE MASTERY
3 ChP
Learn an additional Stance. This Upgrade can be taken up to three times for a cumulative effect.
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Charge

Filled with reckless courage, you charge to the front line of combat, meeting the enemy with crashing steel before they can advance further.
Effect
Standard Action
Cost: 1 Focus
Target one enemy within (Speed) meters. You charge towards the target, moving into the closest space adjacent to them. Once you stop moving, make a weapon attack against the target.
Upgrades
BULL RUSH
4 ChP
One creature you are adjacent to at any point during the charge must Save or fall prone.

HEROIC SURGE
5 ChP
Gain (Brawn)d6 Temporary HP when you end a charge at least 5 meters from your nearest ally.

STAMPEDE
3 ChP
Increase the distance you may charge by (Brawn) meters; once during a charge, you can move through an occupied space. The space's occupant must Save or fall prone.
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Hardline

Drawing a line in the dirt, you dare your enemies to draw closer, relishing in the thrill of a new challenge as they dare to approach.
Effect
Minor Action
Cost: 2 Focus
Gain (Brawn) Temporary HP for each enemy currently Fixated on you.
Upgrades
RELISH THE CHALLENGE
3 ChP
Until the end of your next turn, you gain a bonus to DpB equal to the number of enemies currently Fixated on you.

RESOLUTE STANCE
2 ChP
Gain +1 Defense until the start of your next turn.

UNSTOPPABLE
3 ChP
You can use Hardline ​as a Free Action during your turn.
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Inciting Strike

You single out the greatest threats on the front lines of combat and force them to engage you in a fight they cannot hope to win.
Effect
Standard Action
Make a weapon attack. The target Fixates on you until the start of your next turn.
Upgrades
BRACING STRIKE
2 ChP
You gain (Brawn) Temporary HP if you hit with Inciting Strike​.

FIRST BLOOD
3 ChP
If the target is at 100% of its total HP, Inciting Strike ​deals an additional 2d6 damage to them.

INSTIGATOR
1 ChP
You can use Inciting Strike ​any time you'd make a basic weapon attack.
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Lead The Attack

A good general leads by example and while you may or may not lead an army, those who fight with you are inspired by your bravery.
Effect
Standard Action
Cost: 1 Focus
Make a weapon attack. An ally within 10 meters of you may move their Speed or make a weapon attack.
Upgrades
COMMANDING SHOUT
2 ChP
You can forego making a weapon attack to use Lead the Attack as a Minor Action.

INTO THE FRAY
X ChP
If your ally moves, they gain +1 Defense until the start of your next turn. If they attack, they gain +1 DpB until the start of your next turn.

TEAMWORK
5 ChP
A second ally of your choice within 10 meters moves or attacks (whichever one the first ally did not do).
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Taunt

A cutting word or stern glance can draw the ire and advance of an enemy in battle, pulling them away from your less durable allies.
Effect
Minor Action
You shout a challenge to a creature within 10 meters, compelling them to attack you. The target creature becomes Fixated on you until the end of your next turn.
Upgrades
DEADLY FOCUS
5 ChP
You deal an additional 1d6 damage to enemies Fixated on you.

GOAD
3 ChP
The target must Save or be pulled (Charisma) meters closer to you (avoiding obvious traps, obstacles, and pitfalls; if this is not possible, the target does not move).

YOU, WAY OVER THERE
1 ChP
The range of Taunt increases to 20 meters.

Perks

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Arms MAStery

As a master of many types of weapons, you tend to carry a lot of back-ups (just in case) and can switch between weapons almost instantly.
Effect
Perk
You are a master of various weapons. Increase your total Carry by 5. Once per round, you can switch weapons as a Free Action.
Upgrades
HEAVY WEAPONS MASTERY
2 ChP
You deal an additional 1d6 damage with Heavy ​weapons.

LIGHT WEAPONS MASTERY
3 ChP
Attacks you make with Finesse weapons have a +2 bonus to Combat.

SHIELD MASTERY
3 ChP
While equipped with a shield, enemies cannot gain Advantage against you through flanking.
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Combat Maneuvers

Your training and resourcefulness allow you to pull off a number of unexpected maneuvers during combat to give you an edge over opponents.
Effect
Perk
Any time you make a weapon attack, you can perform one Combat Maneuver you know as part of the attacking Action. You can perform 3 Combat Maneuvers each Scene. Pick two of the following Maneuvers you know: 
  • Amplify: Increase your Combat for this attack by (Brawn).
  • Courageous Strike: Gain (Brawn) Temporary HP.
  • Cunning Footwork: Move (Brawn) meters and gain +1 Defense until your next turn starts.
  • Hamstring: If you hit, the target is Slowed (Save ends).
  • Haymaker: If you hit, slide the target (Brawn) meters; they must Save or fall prone.
  • Pommel Smash: If you hit, the target is Staggered (Save ends).
  • Precision Strike: Roll the attack twice and use the best result.
  • Rend: If you hit, the target takes (Brawn) physical damage each time an Action they take is resolved (Save ends).
  • Sweeping Strike: Repeat the attack against a different enemy within weapon range at no extra cost.
  • Undermine: If you hit, the target is Weakened (Save ends).
Upgrades
COMBAT PRODIGY
2 ChP
You can use one additional Combat Maneuver each Scene. This Upgrade can be purchased up to five times for a cumulative effect.

FLOURISH
3 ChP
The target of an attack you use a Combat Maneuver with becomes Fixated ​on you until the start of your next turn.

STUDENT OF WAR
3 ChP
Gain an additional Combat Maneuver. This Upgrade can be taken up to eight times for a cumulative effect.
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Favored Weapon

Having trained with, fought with, slept with, and bled with a certain type of weapon, you've grown rather fond of and familiar with it.
Effect
Perk
Pick a type of weapon (Axes, Blades, Blunt, Exotic, Polearms, Projectile, or Thrown). While you use a weapon of this type, gain
+1 to Combat.
Upgrades
DEADLY FAVOR
2 ChP
When using a Favored Weapon, gain +1 to DpB. This Upgrade may be taken up to three times for a cumulative effect.

MASTER AT ARMS
3 ChP
Choose another type of Favored Weapon. This Upgrade can be taken up to two times for a cumulative effect.

WEAPON PRODIGY
3 ChP
Gain an additional +1 to Combat while using a Favored Weapon. This Upgrade may be taken up to two times for a cumulative effect.
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Nerves of Steel

No matter the odds, no matter the foe you face, you are up to the challenge. Your courage, grit, and natural toughness make you hard to kill.
Effect
Perk
You have +1 Physical Soak against enemies that are Fixated on you.
Upgrades
ON GUARD
3 ChP
You have +1 Defense against enemies that are Fixated on you.

READY FOR ANYTHING
5 ChP
Enemies that are Fixated on you cannot gain Advantage against you.

VERSUS
3 ChP
You have +2 Combat against enemies that are Fixated on you.
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Tactician

Half of any battle is preparation, and you are always prepared. Your quick mind and skillful blade are ready to meet any challenge head on.
Effect
Perk
+3 to Initiative rolls. Whenever Initiative is rolled, you can switch the place of two willing combatants in the order of Initiative.
Upgrades
ADVANCED TACTICS
3 ChP
You can switch the place of two pairs of willing combatants the order of Initiative.

LEADERSHIP
2 ChP
Allies in the same Scene as you also gain a +3 bonus to Initiative rolls.

SABOTAGE
2 ChP
Whenever Initiative is rolled, you can force one enemy of your choice to re-roll Initiative.
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Vanguard's Challenge

The front lines of battle are not for the feint of heart. Your reflexes are as sharp as your blade, which strikes at any who ignore your challenge.
Effect
Perk
When an adjacent enemy makes an attack that does not include you as a target, you can make a basic attack against them as an Interrupt.
Upgrades
DISRUPTIVE STRIKE
2 ChP
If you hit, the triggering attack has Disadvantage.

MARKSMAN'S CHALLENGE
2 ChP
While you're equipped with a range weapon, Vanguard's Challenge ​can be triggered by a creature within weapon range.

VANGUARD'S REFLEX
2 ChP
Making a basic attack with Vanguard's Challenge ​costs 0 AP.

Rituals

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Arming Ritual

With great care and a meticulous ritual scrutiny, you inspect and equip your weapons and armor for the next battle.
Effect
Extended Action
Cost: 1 Destiny
You spend up to one hour donning your armor and readying your weapons for battle. For every 10 minutes you spend on this ritual, gain 1 Karma.
Upgrades
OBSESSIVE MAINTENANCE
1 ChP
Performing this ritual removes any superficial damage, dirtiness, grit, grim, wear, and tear from your equipment.

TOUGHEN UP
4 ChP
For every 10 minutes you spend performing this ritual, gain 1d6 Temporary HP.

WARRIOR'S BLESSING
1 ChP
Weapons and armor that have been equipped using this ritual can be considered enchanted for all intents and purposes.
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BEND BARS, BREAK DOORS

When all else fails, smash it. You have the brute strength and inner rage necessary to destroy any obstacle you encounter.
Effect
Extended Action
Cost: 1 Destiny
Target an unenchanted object you can touch; you can destroy the target object using brute force. Choose one of the following: 
  • The object is broken quickly (in less than 5 minutes)
  • The object is broken without much noise
  • The object is broken but easily repaired
  • ​The object is broken beyond repair
Upgrades
CAREFUL HANDS
1 ChP
Gain the following option: the object is not destroyed, but is effectively removed as an obstacle.

DEMOLITIONIST
2 ChP
Choose two of the options offered when you use Bend Bars, Break Doors​.

SNUFF THE FLAME
4 ChP
You can destroy enchanted objects using this ritual (though some exceptions may apply based on GM discretion).
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Hearty Appetite

Good food is good fuel and a warrior needs every edge he or she can get. Based on the foods you eat, you gain a special benefit.
Effect
Extended Action
Cost: 1 Destiny
Pick two of the foods listed below; when you use this ritual and take at least 10 minutes to eat a meal with this type of food, you gain the associated bonus for the next 24 hours. Upgrade this ability for 1 ChP to pick another type of food you get bonuses from.
  • Cheese: Add 1d10 to your Resolve pool
  • Salted Meat: Combat +1d4
  • Spicy Food: Total HP +1d10
  • Strong Brew: Physical Soak +1
  • Wild Game: Total Focus +1d4
Upgrades
FOODIE
2 ChP
Choose an additional food you can gain bonuses from. You can take this Upgrade up to three times for a cumulative effect.

SLOW DIGESTION
1 ChP
You gain the bonus associated with the food you consume for a full 24 hours.

STRONG METABOLISM
2 ChP
Ignore the cost of Hearty Appetite the first time you use it each day.
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Know Your Enemy

Knowing your enemy is the first step to defeating them. Studying their moves, habits, and way of thinking, you devise the perfect plan for victory.
Effect
Extended Action
Cost: 1 Destiny
Spend up to one hour learning about an opponent, observing them, reading about them, studying more about how they think and operate, etc. Make an Intellect Feat with a +1 bonus for every 10 minutes you spend doing this; for each dice that Bumps, you have a +1 bonus to all rolls against them the next time you encounter them.
Upgrades
COUNTERMEASURES
3 ChP
For each dice that Bumps, you have one re-roll against your opponent the next time you encounter them.

DISCERN WEAKNESS
4 ChP
The next time you encounter this enemy, you have Advantage on one Feat you make against them each round.

KNOWLEDGE IS POWER
3 ChP
For each dice that Bumps, you deal an additional 1 DpB against your opponent the next time you encounter them.
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War Stories

As a veteran of many battles, you are full of stories which you use to teach and inspire your allies. Some of these stories are even true.
Effect
Extended Action
Cost: 1 Destiny
Once per day during any rest or traveling period, you may tell the group a story of one of your adventures (true or not). Roll (Charisma)d6 plus an extra 1-5d6 depending on how good the GM decides your story was. For each Bump you roll, you and allies who heard the story gain +1 to Combat rolls until your next Full Rest ends.
Upgrades
DRAMATIC LICENSE
2 ChP
Add an additional 2d6 to the roll you make when you tell a story through this ritual.

INSPIRE VIOLENCE
4 ChP
For every 2 Bumps you roll, you and allies who heard the story gain +1 DpB.

STORYTELLER
2 ChP
You have Advantage on the roll you make when you tell a story through this ritual.
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Warpaint

A time honored tradition among warriors, you cover your face and body in a work of art meant to inspire and terrify those who behold you.
Effect
Extended Action
Cost: 1 Destiny
Name a mighty deed you have performed as you paint yourself in tribal symbols and art depicting your greatness. This takes 10 minutes. Until your next Full Rest ends (or the paint washes off), any creature that can see you will regard you with fear and awe, granting you Advantage on Feats to intimidate, coerce, or impress them.
Upgrades
Camo Paint
2 ChP
You also gain Advantage on feats to hide or blend in while in natural surroundings.

TERRIFYING VISAGE
4 ChP
Succeeding on a feat to intimidate someone while wearing Warpaint causes them to become Terrified ​(Save ends).

WAR PARTY
1 ChP
You can apply Warpaint to a willing ally, provided they name their mighty deeds as you paint them.
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  • Main
  • Sphere
    • How to Play >
      • Game Flow
      • Actions
      • Task Resolution
      • Your Character Sheet
      • Combat
      • Movement
      • Health and Status
      • Destiny
      • Running the Game
    • Setting
    • Worlds >
      • Arcadia >
        • Mara
      • Helios
      • Thera
    • Character >
      • Race
      • Arcanum
      • The Mystery >
        • Rotes
        • Abjuration
        • Animancy
        • Artifice
        • Augury
        • Confluence
        • Conjuration
        • Ecologism
        • Glamour
        • Thaumaturgy
        • Transmutation
      • Features
      • Background
      • Assets
      • BASIC and Stats
      • Character Growth >
        • Keys
    • Wonders Great and Small >
      • Armaments
      • Supplies
      • Services
      • Wonders
      • Real Estate
    • Adventure >
      • The Journey
      • Encounters
      • NPCs
      • Monsters
      • Other Dangers >
        • Disease
      • Rewards
  • Madness
  • Dungeon Storm
  • R3L1C