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Fencer Abilities
Response
As a creature in Reach uses Guard, attack with 1 + TT/2 d12 to prevent the effect.
Boost: On success, use Disarm against the object that used Guard.
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.
Talent
Your attacks gain Accurate and Devastating. When you Attack Blind, the Soulweaver rolls an additional 1 + TT/2 d12.
Boost: Increase your range of face values that trigger Devastating by 1 + TT/3.
Trick
1 Movement: Gain +1 Reach on melee attacks.
Boost: Gain +1 + TT/3 on attack rolls made as reactions.
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.
Talent
Your melee attacks gain Extend 1 + TT/2.
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.
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.
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.
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.
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.
Response
Requirements: 9 Combined Tiers of Martial and Elude
As a physical weapon attack is used against you, make an attack roll with a Manipulation Limb. Use that result as your defense.
Boost: If the attack fails, attack Martial of the attacker with 1 + TT/2 d12 to cause them to suffer -1 on attacks with the same weapon against you for 1 round.
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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