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Rising Legends: Fencer Abilities
Fencer Abilities
AthleteChaosOrder
Response
As a creature in Reach uses Guard, attack with 1 + TT/2 d12 to prevent the effect.
Defense Nimble
Boost: On success, use Disarm against the object that used Guard.
AthleteBodyOrder
Stance
While you have an empty hand and wear less than 2 + TT/3 Bulk of armor, gain +1d12 on defenses against physical attacks.
Boost: While you have an empty hand and wear less than 2 + TT/3 Bulk of armor, gain +1d12 on physical attack rolls.
HeroTacticianSenses
Talent
Your attacks gain Accurate and Devastating. When you Attack Blind, the Soulweaver rolls an additional 1 + TT/2 d12.
Duration 6 + TT x 2 rounds
Boost: Increase your range of face values that trigger Devastating by 1 + TT/3.
TacticianOrder
Trick
1 Movement: Gain +1 Reach on melee attacks.
Duration 1 round
Boost: Gain +1 + TT/3 on attack rolls made as reactions.
AthleteMarksmanBody Animal
Trick
Use Melee Strike. Replace all effects of the attack with deal 1 Trauma damage.
Boost: Roll 1d12, DL 9 - TT. On success, this gains +1 damage.
MarksmanAirImagination
Talent
Your melee attacks gain Extend 1 + TT/2.
Duration 6 + TT x 2 rounds
Boost: Deal 1 + TT/3 Flowing Air damage to targets Injured by your melee attacks.
Advanced Abilities
Those that practice and excel in the Fencer style gain access to these more unique abilities.
HeroEarthChaos
Response
Requirements: 7 Combined Tiers of Martial and Elude
After you use Guard with an object and the attack succeeds, roll 1d12 to have the attack succeed against the object instead, DL 9 - TT.
Boost: The object gains 1 + TT/2 Physical Reduction against the attack.
ShadowTacticianMobile
Response
Requirements: 7 Combined Tiers of Martial and Elude
After a creature moves within your Reach, roll 1d12 to advance up to twice, DL 9 - TT.
Boost: Use a Stance.
ShadowBodyMobile
Response
Requirements: 9 Combined Tiers of Martial and Elude
After another creature targets you, roll 1d12 to advance, DL 9 - TT.
Boost: On success, for 1 round, gain +1 on defenses against physical attacks.
TacticianTimeMobile
Response - Infusion
Requirements: 11 Combined Tiers of Martial and Elude
After another creature declares an action, advance up to 1 + TT/2 times.
Boost: 1 Energy: First use Dash.
 AthleteWaterChaos
Aspect
Requirements: 9 Combined Tiers of Martial and Elude
When using Guard, the source of the Guard gains 1 + TT physical reduction against the attack.
Boost: When using Guard, you can reduce the Reduction you gain by up to TT/2. Gain a bonus on your Elude defense against the attack equal to the reduction lost.
MarksmanBodyMobile
Response
Requirements: 7 Combined Tiers of Martial and Elude
2 Resolve: After an attack you used Guard against fails against you, make a weapon attack against the attacker.
Boost: After attacking, advance up to 1 + TT/2 times.





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